HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

progressive lag

08-12-2005, 05:48 AM#1
drdlord
Hello,

I've been failing to fix the lag in my version of WMW for over a year now. It starts lagfree but as the game progresses it lags worse and worse until you can't even scroll the screen.

What I've tried to fix it so far:
-added a unitcap to limit the number of attacking units to around 250, (around cause it's voted on in game)
-removed all attack animations by adding an abilty to all towers based off black arrow that does nothing but change the attack animation to "init", (didn't remove the animations in the unit editor cause I was hoping to keep 2 out of every 3 towers animations, just reduce the number of animations. Even implemented a system to randomly do just that but it still lags too much to allow any animations)
-removed all corpses 3 sec after death
-added a bunch of "custom script call RemoveLocation( udg_tempPoint )" type lines to triggers that run alot, (waypoint movement and unit creation functions)
-tried to find a way to get the attacking units to stop colliding with each other, (tried colision size zero, they still collide, tried making em all flying and use triggers to make air unpathable over towers worked VERY well on spiral patterns, didn't work at all when using straight line patters and as I'm not forcing users to build a specific maze idea failed, tried turn off collisions, the units stop following path given by towers, (but strangly not instantly only stop following once it suits them)) gave up.
-tweaked income ratios of spawned units to promote summoning less but better units

All these steps helped, (except the collision fix as I gave up on it after 2 weeks of different systems failing. Wish blizz would add the ability to stop causing collisions not just stop checking for collisions.) I can now get about 1 hour games when I started 15 minutes was max but it still lags to hell before good players are done.

I'm getting very frustrated with this map but it's got a bunch of features I added that other WMW games didn't have, (total of 27 resonably balanced races, ability to have 5 on 5 games, fair votes on gamesettings and kicks, shrines on closed slots, etc.)

Can anyone help me figure out where the insane end game lag is comming from? The map is the WMW 5v5 found on this page:
http://team3.lanified.com/maps.php
08-12-2005, 07:02 AM#2
Joey.
I'm sure it's memory leaks.
On a side not, im possitive.
08-12-2005, 09:42 AM#3
EdwardSwolenToe
Its definitly memory leaks.
08-13-2005, 03:23 AM#4
drdlord
ok, so it's memory leaks, I already put in all the "custom script call RemoveLocation( udg_tempPoint )" type lines I can think of... anyone mind taking a look at my triggers and telling me what I missed?
08-13-2005, 05:26 PM#5
vile
Locations are not the only thing that can leak. Special Effects tend to leak and cause serious lag if not destroyed. Units created, positions \ locations used and not removed, etc.
08-13-2005, 07:46 PM#6
Tim.
Post your triggers or link to the map; then we can tell you exactly where.
08-13-2005, 10:44 PM#7
drdlord
I've got "call DestroyEffectBJ( udl_effect )" type lines too, and units are removed 3 seconds after death.

link to map:
http://team3.lanified.com/maps/Winte...5%20(1.62).w3x
08-16-2005, 02:18 AM#8
drdlord
bump