| 10-24-2003, 07:17 AM | #1 |
Ok Im making an AoS type map with ships... youve prolly read about it in this thread... Here and well... I found out that if you play it for awhile... after the map is done or you leave... it takes a HELLA long time to get you back to warcraft... Is there anyway to remedy this? It cant be too different than dota or other aos' right? Oh i have a scoreboard for kills... but I dont think that affects it on that level does it? |
| 10-24-2003, 08:42 AM | #2 |
i believe its not the map itself that generates the "lag", but how hard it works your video card. Cause i noticed, after playing a long game of tower wars, my comp just started getting slower and slower, than went into like a 3 minute meltdown of black screen when i left the game. So my guess is that if you have a map where a hell of a lot goes on, than when the game is over, its gonna take while to draw out the warcraft III battlenet screen. |
| 10-24-2003, 09:21 AM | #3 |
i think the more memory that the map takes (the bigger file the map is) the laggier the game will be. RPGS are a perfect example. |
| 10-24-2003, 12:21 PM | #4 |
I've noticed that with the beta for Satanic Villager Massacre, the same thing happens, but I *never* see that effect on RPGs, Ultima. Are you making sure that every unit that's spawned is killed and removed? If the game has to keep track of thousands of removed units, it'll have a heck of a time cleaning up its memory after you're done with the map. |
| 10-24-2003, 12:48 PM | #5 |
the only place i think it lagg like sh*t is when u play a td... dunno why but that the most often lagg happens |
| 10-24-2003, 04:24 PM | #6 |
Yeah, I've noticed that too. It all depends on how much information is going on in your game, and usually how long it is. For example, Tower Wars. Usually after the longest games playing that, when they're finished, it usually takes over 5 minutes to go from the score screen to the Lobby screen. It all depends how much is going on in your map, and there's really no way to fix this. |
| 10-24-2003, 04:52 PM | #7 |
sure there is, buy more RAM, upgrade your graphics card, new processor, better computer...blah blah..although it would be kinda dumb to go out and buy all kinds of new cpu crap just to play a game of warcraft III |
| 10-24-2003, 06:46 PM | #8 |
My bro and I beta'd my map for i think over an hour, and we both have 2.4 ghz 512 ddr ram. I dont have a trigger that removes dying units... I just let them... die? And the load was so long that I just pushed the restart button on my computer... so Im guess it woulda been well over 10-15 minutes cuz thats how long we were waiting |
| 10-24-2003, 06:50 PM | #9 |
My experience is that certain triggers that deal with a lot of "variable crunching" tend to result in lots of hardrive whirring after you quit a game. Do you have any frequent periodic triggers, or triggers that otherwise are broad acting and rapid firing actions? |
| 10-24-2003, 06:56 PM | #10 |
Ihave an every 7 seconds spawn 3 ships <--- 6 of those and order them to attack a place |
| 10-24-2003, 07:01 PM | #11 |
Theres your problem. Everytime a unit is ussued an order via trigger, it uses up memory that remains used until the memory is purged at the end of the game. Also, the came cache must be purged, so all game stats have to be removed. Don't think this would cause a problem, but maybe it should be mentioned. |
| 10-24-2003, 10:58 PM | #12 |
So is there anyway to fix this? if so could you tell me how, like if I have to do a trigger thing right before the map ends... could you tell me? please if I cant fix this then no1 will want to play my map |
| 10-24-2003, 11:21 PM | #13 |
Since this isn't a bug, but a feature, I don't think there is a way to fix this. Why this is a feature? Because it's there for reducing lag. If all the info of the map would stay in the memory the next map could lag like hell. And if not the next map, then the map after the next one. Or the one after that one. So the memory is purged after each map. To reduce lag. And that takes a lot of time. |
| 10-24-2003, 11:49 PM | #14 |
so.... adding something like a remove dying unit from game action... wouldnt help ? But then how do the other maps... AoS, DotA, TDs reduce theri lag? I know for a fact that there have been bigger maps than mine... but no purge lag afterwards... |
| 10-25-2003, 03:28 AM | #15 |
1. never, NEVER use remove unit! it's basically the same as hide unit, the unit is still there forever/the corpse will still decay for 88 seconds, instead warp it to a corner of a map (to make it look like that it's removed) then explode it 2. When people finish playing your map and they are about to see the Victory/Defeat box: apply black mask for all players (so they dont have to render the explode animatons for all the units in the map, see following action) pick every unit in entire map then do unit-explode unit trigger - destroy trigger 1 (umswe) trigger - destroy trigger 2 (umswe) trigger - destroy trigger 3 (umswe) trigger - destroy trigger 4 (umswe) trigger - destroy trigger 5 (umswe) // keep doing the above until all triggers except this trigger that shows the victory/defeat box are destroyed game - victory player x game - defeat player x |
