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Map Loading...

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Level 14
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Hi everyone! Tell me please how to make a pam to load faster? What should I do first of all? :ogre_kawaii:

Delete un-necessary resources from your map, make triggers leak less, and generally try to be clean in your map production as possible. There is no cure all program / trigger to make your map load faster.
Also you have to remember that loading times are also dependent on the computer of the person loading them. You might just have a slow computer.
 
Level 10
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Delete un-necessary resources from your map, make triggers leak less, and generally try to be clean in your map production as possible. There is no cure all program / trigger to make your map load faster.
Also you have to remember that loading times are also dependent on the computer of the person loading them. You might just have a slow computer.

People who play my map always say that on ~25% of load it stops and they have to wait ~15 seconds berfore it continue to load... I decided that it is because of some map problems, but what makes a map to load so long? Spells? Units? Items? Imports? What I have to delete for it to load faster? (not touching units and usable skills :ogre_hurrhurr:)
 
Level 14
Joined
Mar 27, 2008
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1,003
People who play my map always say that on ~25% of load it stops and they have to wait ~15 seconds berfore it continue to load... I decided that it is because of some map problems, but what makes a map to load so long? Spells? Units? Items? Imports? What I have to delete for it to load faster? (not touching units and usable skills :ogre_hurrhurr:)

Imports is the big thing. Followed by triggers I believe. But like Maker said, try the map optimizer. Make sure you use it on a copy of the map though and not the original, because if you use it on the original you won't be able to edit your map.
 
Level 26
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Afaik no. Wc3 optimizer mostly enhances the script. The above mentioned Widgetizer transforms the editor object data to slks, the original format the game reads on map loading. They are a lot faster and inited altogether. Cons are that the editor is not laid out to handle map-specific slks and the Widgetizer is very slow. Furthermore, not everything you may create using the editor can be converted, more precisely there are no fields for level/variation 5 data and above (used by doodads, abilities and upgrades). Strings are stored in txt files that are normally language-dependent. So those get overshadowed and are now unified. Finally, if you do not want to kick out standard objects, they have to be integrated into the new imported data as well, which boosts file size quite a bit (dunno, maybe they are optimized before, null values do not actually have to be stated explicitely, the original files are bigger than they need to be).
 
Level 21
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One thing that takes a huge amount of power is abilities with lots of levels. I used to have about 20 abilities with 101 levels each for changing unit stats. They literally doubled the map loading time(and the map was already big before, so the terrain takes a considerable amount of time anyway).
 
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One thing that takes a huge amount of power is abilities with lots of levels. I used to have about 20 abilities with 101 levels each for changing unit stats. They literally doubled the map loading time(and the map was already big before, so the terrain takes a considerable amount of time anyway).

You can most likely split those up into abilities with lesser levels/variations.
 
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