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Terrain Deformation

09-29-2007, 03:10 AM#1
TEC_Ghost
Is there any way to use Terrain Deform without all the lag?

And if it Does lag so damn bad..why is it an option to do in the first place.
09-29-2007, 06:01 AM#2
The Elite
... there is lag? i never get any whenever i use terrain deformation
09-29-2007, 06:50 AM#3
Zandose
Maybe you just have a fast computer or you didnt do enough deforamtions at one time? Anyways, deformations have always lagged for me and I've never seen a way around it.
09-29-2007, 08:57 AM#4
Toadcop
NO TERR DEFORMS ARE SUCKING !!! it's a cheap blizz visualisation effect.
they laggin anyway. so don't use them !
09-29-2007, 09:12 AM#5
TEC_Ghost
Well the reason I wanted to use them was for a cool ball effect on my map I'm making using MaD's physics engine where the ball hit the ground made a crater and all the units around slid in to the center to get damaged. But I guess I'll have to scrap that idea'
09-29-2007, 09:30 AM#6
Pheonix-IV
Terrain deformations require lots of processing power and on older systems or if there's more than a few firing at once they will almost always cause slowdown and lag. There's no getting around it.
09-29-2007, 09:37 AM#7
botanic
I believe also that the amount o the deformation effects the amount of lag. For example 30 shockwaves dont lag all that much
09-29-2007, 12:09 PM#8
cohadar
Quote:
Originally Posted by TEC_Ghost
Well the reason I wanted to use them was for a cool ball effect on my map I'm making using MaD's physics engine where the ball hit the ground made a crater and all the units around slid in to the center to get damaged. But I guess I'll have to scrap that idea'

physics engine + terrain deformation == instant desync of all players.
09-29-2007, 01:44 PM#9
Toadcop
Quote:
physics engine + terrain deformation == instant desync of all players.
are u sure ? i am not =) why should it desync ?
09-29-2007, 04:08 PM#10
Dark.Revenant
GetLocationZ + height deform of a terrain deform = desync
Terrain Deforms are local effects, hence the desync if paired with GetLocationZ.

As for the OP, crater deforms lag only while they are being made, not when they are already finished. Ripples lag when it is really big or when there are a lot of them. Random deforms lag during the entire duration of randomization; don't use them. Wave deforms MUST BE REMOVED AFTER THEY ARE FINISHED OTHERWISE THE MAP WILL LAG LAG LAG!!! This is especially bad in the DBZ games that make liberal use of them... By the 5 min mark my framerate was half of 1 fps.
09-29-2007, 04:34 PM#11
Toadcop
Quote:
GetLocationZ + height deform of a terrain deform = desync
Terrain Deforms are local effects, hence the desync if paired with GetLocationZ.
are you sure ? =)
09-29-2007, 05:00 PM#12
cohadar
ToadCop brainfucker
09-29-2007, 05:08 PM#13
Toadcop
=\ omg ! how many times i must write it ! not ToadCop but Toadcop =) btw Tomcraft - Brainwashed (Call You) cool track xD
currently listening Sky - Endless Story [S-Pb] fucking awesome Drum&Bass :D

// IT WILL NOT DESYNC CAUSE THE RESULTS WILL BE THE SAME ! if your run Deform localy then YES.
09-29-2007, 05:18 PM#14
cohadar
hahahaha you so fell for that one. =)