| 05-30-2004, 05:43 PM | #1 |
hi What must i do so my map doesnt lagg, even the big laggers can play my game.. and can i make an trigger so al players who plays my game the grapichs are on low and details 2 ?? plz help me and i think many other players need this info 2 |
| 05-30-2004, 06:59 PM | #2 |
Thought you might not understand a word that I'm about to say... we'll try it anyhow.. 1) Destroy triggers that fire only once 2) Recycle the units |
| 05-31-2004, 03:07 AM | #3 |
3)place no doodads on the map 4)use less as possible units (this will make the map boring but it doesnt lag) |
| 05-31-2004, 06:55 AM | #4 |
Place all your units on the map and delete them during Map Init, so that the models are loaded. This will prevent the map from lagging the first time that it creates each unit. Remove memory leaks. |
| 05-31-2004, 07:13 PM | #5 |
Have some units in a closed off area cast all the spells of the map so theyre loaded. Then there wont be a lag spike every time someone casts a spell for the first time. Anything you want to happen at the very start of the map you should reconsider and try to space out over a period of time. So like if you do have units cast all the spells before-time, space it out over a minute or something. You wont want people dropping right at the start. |
| 05-31-2004, 07:21 PM | #6 |
i want to make an game with mass armys and some beatiful terrain :( and i hate people that haves slow pcs and have the graphics on high and sound valoume to can you make an trigger so all players that play game automaticly have low graphiqs and low sound. and can i place the units that must load the spells and units on boundary so you cant see them?? |
| 05-31-2004, 07:25 PM | #7 |
No but you can make a small square area surrounded by a boundary and have the units belong to neutral hostile. |
| 05-31-2004, 07:28 PM | #8 |
but can you make that triggers so all players that play my game have low grapihqs low sound low unit detail..... |
| 06-02-2004, 08:02 PM | #9 |
Nope, there is no way to do that. You can only place few units and doodads aswell as doing what the other ppl told you. |
| 06-02-2004, 11:15 PM | #10 |
Maps like battledome or my arena, are almost 100% leak free and don't care about masses of units/ periodic events and stuff, but they are as fast enough to be playable |
| 06-03-2004, 02:15 AM | #11 |
Also, destroy any and all point variables and special effects that you create. This'll help with the memory leak Lord Vexorian was speaking of. For your graphics quality: No you can't do, and even if you could, many people would likely complain. Especially those with computers and internet connections that can handle it (like me), so just follow what everyone has said and it'll work out fine. Besides, if someone has a really bad internet connection, they're going to lag no matter what... |
| 06-03-2004, 06:20 AM | #12 |
Don't know if it's anything there that hasn't been said here yet, but an old post regarding how to deal with lagg issues can be found here: http://www.wc3campaigns.com/showthre...highlight=lagg |
| 06-03-2004, 08:07 AM | #13 |
Also the bigger the map the more chance of lag. If there are alot of events or triggers occuring for example a load of units attacking a building or lots of triggers being processed at once the bandwith gets consumed since everything happening is being uploaded through the modem to everyone elses PC in that game. Since the computer can't predict what the player will be looking at next it must have everything ready to view and send every bit of data including trigger information for comparisions or to verify if any of the triggers apply to other players in that game for triggers that are activated by someone else like a ban system when player 1 types -ban player 2 the trigger must verify player 2 exists and boot them. I'm sure I missed a little of what gets transferred from computer to computer in a WC and what causes lag but I think I got most of it ^_^. Also lag has to do with a persons ping you can't satisfy everyone since some peoples pings are so horrible they shouldn't even be playing so read the guide recommended above and do your best to minimize lag but not let it compromise the quality your game. I know its a little wordy and complicated its the best I could do :\ . |
| 06-03-2004, 09:33 AM | #14 |
i do what all these things and it works great!!! :D :D :D :D :D now my game almost dont lagg and i have an beatiful landscape and mass of units in it thx all!!! |
| 06-03-2004, 02:07 PM | #15 |
Here is a thread for removing memory leaks in GUI: http://www.wc3campaigns.com/showthread.php?t=55022 Also read HiveMinds thread on lagg for general information. Just know that it's pretty old, and some of the stuff mentioned there is caused by Memory leaks. Generally, if you just clean up all your leaks, don't use too "heavy" units etc and fairly smart Triggers. Then you can make a semi-completely lag-free Tower Defence that lasts 50 rounds. ~Cubasis |
