| 11-16-2005, 02:12 PM | #1 |
Ok I know this is like my 5th topic today, maybe 3rd about lag, sorry bout that. But im wondering if theres any ways to get rid of lag even more. I have triggers that remove unneeded units after they die, everything is memory proofed, but there must be more ways to make it even smoother. Has anyone found ways to make maps run faster and smoother besides removing unneeded units and memory leak patching? |
| 11-16-2005, 03:04 PM | #2 |
- Witchcraft. - Alchemy. - Dark Magic. - Use JASS instead of GUI, but use good JASS, not just convert GUI to JASS, don't use unneeded BJ functions, optimize structures, instead of removing locations don't use locations at all. Use a system like the one on the caster system for ability events instead of creating a trigger everytime. - Take a program that converts all the variable/ function names on the map's script into the smallest possible ones - Don't use a lot of doodads/ high res textures / high poly models |
| 11-16-2005, 04:45 PM | #3 |
IF you mean your optimizer when you said "Take a program that converts all the variable/ function names on the map's script into the smallest possible ones" how do I use it? |
| 11-16-2005, 06:42 PM | #4 |
I'm curious what you mean by not using locations at all. What kind of ideas do you have for a spawns system? Creating at point of a unit instead or region? |
