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Optimized FPS version.

03-25-2007, 09:08 AM#1
Blackroot
Well, I took a little time converting the code to jass, cleaning up leaks, removing the BJ calls and optimizing performance a bit to the normal system. Hopefully this will spark some new stuff in this.

Full credit to the original creators of course :).

-Changes:

-Removed most leaks
-The 3 major triggers have been changed to .05 seconds from .01 seconds. They still move / work the same as if they were .01 seconds.

-Z friction removed (Didin't seem to work correctly)

-Converted all triggers to jass and optimized them (Removed bjs/leaks)

Also reduced the code size by optimizing the triggers.

-Enjoy.
Attached Files
File type: w3xOptimized FPSmod.w3x (46.2 KB)
03-30-2007, 02:51 PM#2
TheEpigoni
I love you. =P

I've been trying to get the motivation to do that since the project came out. Many thanks!

Hopefully it'll make it a bit easier to modify and use in other maps. Although I'll have to take a look at the outside program again.
04-01-2007, 10:54 AM#3
Blackroot
Lol, np. It was quite a learning experience actualy, the math was quite intuitive .
04-04-2007, 12:44 AM#4
TheEpigoni
Yeah. It was basically high school physics at work. Fun stuff at the time.
04-05-2007, 09:40 AM#5
Ant
The first post of 2007 comes 4 months in!

I think I'll be inspired to work on something now. Whoo. Hopefully I don't have to put in too much work to understand this code.
04-06-2007, 03:15 AM#6
TheEpigoni
Made a minor change. I imported the marine from the original fpsmod map which has its walk and stand animations switched, allowing you to set it to stand and make it loop a running animation whenver you're moving and set it to walk which was just the unit standing still when it wasn't.

Either way it still works fine and all I really did was import the model and change the rifleman to this model.

You'll notice now that if you use /tpv you can see him running when you walk and standing still when you stand.
Attached Files
File type: w3xOptimized FPSmod 1.1.w3x (85.1 KB)