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How to fix lag with a map?

08-24-2003, 10:31 PM#1
LiableSu5pect
OK This is just another post seeing no one answered ot the first one I just copied and pasted the stuff:
OK Im done with all the triggers and such, now im n beta testing. And everytime i beta test with my map it lags horribly. Can someone please tell me what I can do to decrease lag like post some suggestions and such to make lag lowers. because i know it isnt my computer or the testers because we are working on LAN (Dont trust the internet with my map) and it dosent ever do this, and I also tried it in single player and it still lags like a b!tch so can someone please help me out so I can release my map?
08-24-2003, 10:34 PM#2
Master-Mune
Hmm.. Is there a certain it specifically lags? Or have you added any files to the map. It also may be you computer/monitor if you have a large amount of cinematic doodads in a certain area. Other than that, I have no idea.
08-24-2003, 10:38 PM#3
LiableSu5pect
I have a custom loading screen and minimap screen but that didnt seem to be a problem when I was beta testing one of the earlier game modes, and I have like no cinematic doodads on the map. any other suggestions from what I just said?
08-24-2003, 11:40 PM#4
Catalyst
heavy on peridoic event triggers?

Or triggers that call themselves but don't pause?

What sort of triggers do you have?

Cata
08-25-2003, 12:22 AM#5
LiableSu5pect
Yea im heavy on perodic events but I found something that atleast lessened the lag it was a custom ability I made, but I cant get rid of it now everytime I try and go to object editor>abilities it crashes WE and this only happens when editing my map what could be the possible problem for that? and whatelse should i do about the lag problem?
08-25-2003, 12:25 AM#6
Reaper359
Periodics work like stacking waits in Starcraft, the more you use, the slower each periodic takes action. Yeah, bit obvious, but still.
08-25-2003, 12:33 AM#7
LiableSu5pect
its the the triggers being laggy its the game itself like the frames skip, ill be in one place move to another but it will only show me showup not the walking to the actual place, sounds confusing but if you read it you could get it
08-25-2003, 03:40 AM#8
Neo_Genesis
Here are all the things that cuase lag in maps in no particular order:

Custom Cameras Set too high or at high render angles of attack (i.e. AoA at 0)
Lots and lots of doodas in a players view
Lots and periodic events or timed events going at once (more then 3 is too many)
Triggers that have loops that are greater then 12 or nested for loops or multiple loops in the same trigger
Triggers that have loops with wait events in them
Creating units with for loops
Corpses (in large numbers)
Specal effects
Unit spells (in large numbers)
Lots of units on the screen at the same time
Weather effects
Cinmatic doodads in moderat numbers or large numbers in visible or non visible areas
Trigger that call themself as a loop
Triggers that call triggers that call triggers ect...

Things that cuase lag but not as much
Water
Cinmatic doodads
Trigger driven AI systems
Lots of Regions
Extream Hill terrain
Map ping events
Unit Transmission events
Very large triggers (30+ lines of code)
Haveing many hidden units

Those are just a few things off the top of my head that I have found to cuase lag in games in both multiple player and single.

Hope that helps you

Neo_Genesis
08-25-2003, 03:39 PM#9
jeffsu
I also had to deal with lag some time ago and made some observations...in my case, the lag was not immediate but built up over time.

#1 cause was periodic triggers -- think of every trigger you run being added to a big stack of memory hogging stuff. If you have a trigger running every second and play for an hour...that's a lot of trigger runs. Also, I had a trigger that was not periodic but run just as often -- it used the event "unit is attacked" meaning every time a unit was attacked it ran. Very bad.

#2 Make sure you destroy any special effect(s) you use after you're done with them. I also occasionally destroy some effects and recreate them just because they are visible for a long time.

#3 This one took me awhile to find: I had an animated tower with a very small (scaled down) model. Turns out that after I deleted this tower it helped to clear up the lag.
08-25-2003, 04:16 PM#10
LiableSu5pect
Its ok guys i found the problem, i did a camera lock trigger wrong made it a perodic event had to make multiple triggers for it now...all lag is out unless ur computer sucks when u play my map
08-25-2003, 05:17 PM#11
Mech_1000
Too many units on the map at any given time causes lag

Too many triggers running constantly causes lag
-try to combine alot of the running triggers into one trigger

Too many buildings that do stuff (IE towers) causes lag
-Turn off all their annimations to decrese it

Too many doodads in any given spot causes lag
-500-1250 doodads is ok(for entire map), depending on map size.

Annimations cause lag (unit projectile arts, or a unit that looks godlike with annimation)

Hope that helps.
08-25-2003, 10:02 PM#12
Reaper359
Mech! It's me Soga_Reaper, from channel RPG.