• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Loading Screen Delay

Status
Not open for further replies.
Level 13
Joined
Mar 24, 2013
Messages
1,105
http://www.hiveworkshop.com/forums/...ow-reduce-loading-times-object-editor-234574/

Take a look at this tut.

Personally, I feel that the notion of 1000 different abilities is too much work for not a very rewarding outcome. Even the 10 different with 100 levels seems like overkill, in the tutorial it mentions the same idea: Is 100 levels of scaling really necessary? Can you cut it down to 25? Just 100 means the the damage, duration, etc is going up by peanuts unless its going from 1 second duration to 100 seconds.

Totally your call, but I would take a second to decide if having something with 100 levels is truly worth the hassle, and baggage.
 
http://www.hiveworkshop.com/forums/...ow-reduce-loading-times-object-editor-234574/

Take a look at this tut.

Personally, I feel that the notion of 1000 different abilities is too much work for not a very rewarding outcome. Even the 10 different with 100 levels seems like overkill, in the tutorial it mentions the same idea: Is 100 levels of scaling really necessary? Can you cut it down to 25? Just 100 means the the damage, duration, etc is going up by peanuts unless its going from 1 second duration to 100 seconds.

Totally your call, but I would take a second to decide if having something with 100 levels is truly worth the hassle, and baggage.
I see, this is very intresting and its sucks that in my map there are 50 hero abilities with 5 levels each, not a critical strike case.

My first question is still unsolved but I ghess that 100 abilities use 100 icons and by that is worst than 100 leveled one ability.

Another question:
Is it more lagging when i make all hero abilities in the game from 3 level into a single one level? I mean, does 3 level storm bolt as default take less time loading than a modified storm bolt which is now only 1 level? since the writer said that the game create new ability based on the ability and write down how the new ability is different - so in other words does it make more information for making a costum thing or less information by making the 3 levels into only one?
 

you mean "descritpion text" of ability?

Edit: I changed all 5 levels abilities into 3 levels, I made all text smaller and made all of the level 3 abilities which i made into 1 as modify that should prevent the loading time, back to normal.
Result: instead of 3:00 , 2:40.
not really that much of a different and I would like to ask more ways of reducing the loading time duration.
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
Both possible choices you provided are same. They make alot of lag as explained by ap0calypse in one of his post though I cant remember the link.

Also if reducing levels of abilties and such doesnt work for you I suggest go with imports, shorten those that needs to for I do know size also matters when it comes to Loading.
 
Level 21
Joined
Mar 27, 2012
Messages
3,232
you mean "descritpion text" of ability?

Edit: I changed all 5 levels abilities into 3 levels, I made all text smaller and made all of the level 3 abilities which i made into 1 as modify that should prevent the loading time, back to normal.
Result: instead of 3:00 , 2:80.
not really that much of a different and I would like to ask more ways of reducing the loading time duration.

Basically every number is 32 bits, while every letter in a string is also 32 bits.
An average string is somewhere around 20-30 letters, so you can see the huge difference.
Also unit type IDs are just as expensive as strings.
Levels directly don't cause trouble, but the tooltips, descriptions and even buff IDs do.
Every purple field that contains any kind of text or letters is very expensive.

EDIT: Note that identical strings probably don't have insane loading times, as the string table doesn't accept identical strings.
 
Basically every number is 32 bits, while every letter in a string is also 32 bits.
An average string is somewhere around 20-30 letters, so you can see the huge difference.
Also unit type IDs are just as expensive as strings.
Levels directly don't cause trouble, but the tooltips, descriptions and even buff IDs do.
Every purple field that contains any kind of text or letters is very expensive.

EDIT: Note that identical strings probably don't have insane loading times, as the string table doesn't accept identical strings.

What is identical strings? about the map, I gave up hope and decided to abbandon it, thanks for everything you guys but from 3:00 to 2:40 is a time that is not going to help me much.
 
Level 21
Joined
Mar 27, 2012
Messages
3,232
What is identical strings? about the map, I gave up hope and decided to abbandon it, thanks for everything you guys but from 3:00 to 2:40 is a time that is not going to help me much.

If you put the exact same description to multiple units and/or abilities, then only one of them will take any considerable time to load. This is because strings are stored in a table and there are never any duplicates(no 2 strings are the same).
 
Status
Not open for further replies.
Top