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General questions...about tough stuff...

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Level 25
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Jun 5, 2008
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I have been reworking my map and i have several questions:
1.I have puted preloading with 1 second timeout on map init, plus i have puted all my dummy unit in an area so they get preloaded, i want to ask how does preloading work(i read it reduces lag-or loading time?)
2.I have a lot of custom spells so i decided on the map init in the first 20 seconds one unit casts them every 0.5 sec's so they don't lag the first time they are casted(good idea or bad one?) i have puted an note of spell engine telling: "Starting custom spells casting..." in cinematic mode during the 20 secs.
3.Is it better to have a lot of small trees or smaller number of big(i mean i increased max size of trees to 2.5 scale)?
4.Where can i download some script(maybe) which allows you to increase even more the height of raised terrain?
5.If anyone played The kingdom of kaliron they know how cool terrain it has, how to make such terrain?(please don't redirect me to ultimate terrain tutorial - i have read it)
6.Does this leak:
  • Pick every player in All players
cause i have read somewhere it doesn't.
7.Also i have divided my map init trigger by waits,every wait 1-3 seconds, good or bad?
 
Level 17
Joined
Jun 12, 2007
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1,261
1) They don't have to be loaded when they enter the map because they were already on the map (as an unit) so the game wont lag when they enter the map for first time anymore.

2) Don't have a clue, I think it should be the same as with the units.

3) More bigger ones I gues because you'll have less models then. xD

4) Dunno, saw it no hiveworkshop somewhere but it was buggy for me. (Created open gaps in the terrain... o_O)

5) Practise alot! =D Just screw around with terrains till you can make it yourself.

6) Nope

7) Bad, just remove the waits.
 
Level 18
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Aug 23, 2008
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2,319
About your second question: Why would the first time it's being cast cause lag? The second and all times after will do the exact same, so it doesn't make any difference. It would cause lag when multiple spells are activating at the same time, which forces the computer to execute multiple orders at the same time (which he needs time for, which causes what we call 'lag').

About your third question: Bigger scale causes less file size then multiple smaller ones. Be sure this doesn't effect the quality of your terrain though. A few hundred trees more or less won't make much of a difference in your file size. (At least not worth to reduce the terrain's quality)

About your fourth question: If it doesn't exist, make a request for it or check the chat room to see if anyone spotted something similar.


The rest has been explained by Airandius.
 
Level 25
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Jun 5, 2008
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2,573
Thanks for the info, i was going to remove the spell engine thing myself cause it caused too much lag, and now i see it has no point to exist.
The doodad question is because i was over the doodad limit so i set the maximum size of trees to 2.5 and then scaled them(not every doodad to 2.5 but several) so that some trees even go over little ones,so i deleted about 2000+ doodads which were just too much(map size is epic).
Now i found the script i was talking about it is called Misc.Data so sorry if you misunderstand me.
Also why not use waits, i have like 60 actions in the map init trigger?
 
Level 19
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Aug 24, 2007
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2,888
1- answered
2- wtf ?
3- answrered
4- is there a limit ? I think Jass NewGen Pack ignores it
5- answered
6- answered
7- waits are fine for a thing like that
 
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