- Joined
- Jul 17, 2013
- Messages
- 544
At first, I would like to say, "I am aware of memory leaks! I know how to fix and prevent them." I have checked my map thousands of times for any leaks or major leaks.
This issue has been growing on me, and I have been unable to fix it. It has existed in my map for about two years. In approximately 1 out of 10 games, after over an hour of playing (which is almost the end of the game), it starts lagging very hard, and it only gets worse over time. It appears to be a memory leak. Towards the end, people are stuck at 1 fps and have to force quit the game. Those with better computers obviously experience better fps.
I have a lot of triggers, around 2k, and many custom spells on this big map. Each of my 9 heroes uses at least 3 custom spells. I also use a damage engine and have spells that knockback and run every 0.03 seconds. I have tried to check all triggers, but I haven't found anything.
I have also tried to look for a logical sequence of events to detect what may cause the lag, but it all seems so random and undetectable. One thing I am sure of is that it never happens at the start of the game.
In this situation, what would you recommend? You can find my map at this link: The Big Fellowship Quest V.5.5d. Additionally, my map spawns a lot of units, and they keep getting killed, so at this point, anything could be responsible for the 1 fps drop. I have even heard that custom models might be causing the issue, and I use a lot of them.
I use GUI and JASS. Is it possible to debug or print out what might be leaking? In other words, is there a debugger available or any other advice you can provide?
This issue has been growing on me, and I have been unable to fix it. It has existed in my map for about two years. In approximately 1 out of 10 games, after over an hour of playing (which is almost the end of the game), it starts lagging very hard, and it only gets worse over time. It appears to be a memory leak. Towards the end, people are stuck at 1 fps and have to force quit the game. Those with better computers obviously experience better fps.
I have a lot of triggers, around 2k, and many custom spells on this big map. Each of my 9 heroes uses at least 3 custom spells. I also use a damage engine and have spells that knockback and run every 0.03 seconds. I have tried to check all triggers, but I haven't found anything.
I have also tried to look for a logical sequence of events to detect what may cause the lag, but it all seems so random and undetectable. One thing I am sure of is that it never happens at the start of the game.
In this situation, what would you recommend? You can find my map at this link: The Big Fellowship Quest V.5.5d. Additionally, my map spawns a lot of units, and they keep getting killed, so at this point, anything could be responsible for the 1 fps drop. I have even heard that custom models might be causing the issue, and I use a lot of them.
I use GUI and JASS. Is it possible to debug or print out what might be leaking? In other words, is there a debugger available or any other advice you can provide?