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My loading screen takes about 3 minutes......

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Abilities :)

JasutoWanaKurai said:
Let's say I have 1 trigger which is long as hell and 60 trigger which is the same as the 1 trigger but has been put into partition, which one have longer map loading?

there is no "long as hell" for triggers, they're limited. when you put it to the limits, the other things that pass the limits won't get triggered though i'm not sure when will we reach the limits, but i happened to pass the limits.
 
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Abilities :)

there is no "long as hell" for triggers, they're limited. when you put it to the limits, the other things that pass the limits won't get triggered though i'm not sure when will we reach the limits, but i happened to pass the limits.
lol sorry about that, I happen to be curious since I tend to split my Initialization trigger into lots of parts like this:

  • Initialization
    • Events
      • Time - Elapsed game time is 0.10 seconds
      • Conditions
      • Actions
        • Trigger - Run Units <gen>
        • Trigger - Run Destructible <gen>
        • Trigger - Run Variable <gen>
There's no difference right?
 
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lol sorry about that, I happen to be curious since I tend to split my Initialization trigger into lots of parts like this:

  • Initialization
    • Events
      • Time - Elapsed game time is 0.10 seconds
      • Conditions
      • Actions
        • Trigger - Run Units <gen>
        • Trigger - Run Destructible <gen>
        • Trigger - Run Variable <gen>
There's no difference right?

lol, why do you need to run the trigger every 0.10 seconds ? that's insane. and are your map initialization goes that long ? let me know via PM. anyway, this is off-topic and we shouldn't continue, if you have any question, make a thread or PM someone.
 
This is your problem. Make a backup of your map, delete this ability and test the map. Tell us what is the loading time.

The loading time is the same, 5-10 minutes to load.
My map has many many triggers, 10 models , 25 trees and a big terrain of water. What can cause something like this?

OMG, what is your purpose on having a single ability with 200 levels :vw_death:

let us know!

200: 100 levels for up to 100% spell damage resistance, 100-200 are negetive down to -100%, double damage from a spell.

Edit: the map manager says the map has 316 triggers...
 
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Lot of you don't know the difference between Time Elapsed and Map Initialization, let me tell you.

Time Elapsed
Occurs right after the game starts. Does not affect Loading Rate. Anything "heavy" function such as preloading spells occurs at this, will be felt in-game a small spike/lag.

Map Initialization
Occurs at the Loading Screen. Affect Loading Rate. Anything "heavy" function such as preloading spells occurs at this, will affect the Loading Rate of the game.

Also, spells that have ability level greater than or equal to 4, will lag the game for awhile for first cast, that is why we must preload it. Preloading spells depends on the situation and time, you must choose wisely when is the good time to preload spells.

A good example of preloading spells, such as DotA.

DotA preloads the Heroes' Spells right after you choose a Hero. You will feel a minimal spike/lag when you pick a Hero, right ? That is called preloading, this is to prevent the lag on the first cast.
Can you imagine what happens to loading time if DotA decides to preloads all the spells of the Hero during Map Init/Time Elapsed ?
The game would lag like hell.
 
Lot of you don't know the difference between Time Elapsed and Map Initialization, let me tell you.

Time Elapsed
Occurs right after the game starts. Does not affect Loading Rate. Anything "heavy" function such as preloading spells occurs at this, will be felt in-game a small spike/lag.

Map Initialization
Occurs at the Loading Screen. Affect Loading Rate. Anything "heavy" function such as preloading spells occurs at this, will affect the Loading Rate of the game.

Also, spells that have ability level greater than or equal to 4, will lag the game for awhile for first cast, that is why we must preload it. Preloading spells depends on the situation and time, you must choose wisely when is the good time to preload spells.
NONE It's all about before the game initiate, when you get to view the before-game picture over the screen Edit: I tried make the game have zer0 triggers , and the lag remain.
So the one and only thing that might cause this is having more than 100 custom abilities, or my pc is shit
 
My map has many many triggers, 10 models , 25 trees and a big terrain of water. What can cause something like this?

You need execute the triggers in parts, not all in the start. Your problem is in the triggers and abilities, I don't now how many abilities are in the map with big levels, but you need to check that too.
 
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NONE It's all about before the game initiate, when you get to view the before-game picture over the screen Edit: I tried make the game have zer0 triggers , and the lag remain.
So the one and only thing that might cause this is having more than 100 custom abilities, or my pc is shit

let's try to create a new map with nothing changed, and test it. see if it's also lag.
 
let's try to create a new map with nothing changed, and test it. see if it's also lag.

Empty maps take 10 seconds to load.
Edit: I just wanted to say that the ideals you bring me are brilliant, just that we can't really tell what make the lag, I would say it's in 100% having 200 hero abilities, though I wonder if it happen in all dota-maps... (dota dont lag)
 
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Empty maps take 10 seconds to load.
Edit: I just wanted to say that the ideals you bring me are brilliant, just that we can't really tell what make the lag, I would say it's in 100% having 200 hero abilities, though I wonder if it happen in all dota-maps... (dota dont lag)

take what defskull said, Dota-maps preload the abilities when you choose a hero.

in map initialization, create a dummy, give them all custom abilities you have and then remove the dummy although this method will creates a lag when you first enter the map.

EDIT : i see that your map is an AOS map, then you could preload the abilities just like what dota did.

EDIT 2 : hey, it's only took 2 minutes for me to load it.
 
take what defskull said, Dota-maps preload the abilities when you choose a hero.

in map initialization, create a dummy, give them all custom abilities you have and then remove the dummy although this method will creates a lag when you first enter the map.

Ok for the last time!!!! LOADING SCREEN MEANS WHEN YOU VIEW THE PREVIEW PICTURE.
Scenario -> Map Loading Screen -> Use Imported File / Use Campain Screen.
Like this:
attachment.php

 

Attachments

  • 6.75_Loadscreen.jpg
    6.75_Loadscreen.jpg
    1.3 MB · Views: 239
Level 12
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OMG, hide that big picture or remove them, we know what you meant. you just don't care about what we'd said the past times.

anyway, the exact time elapsed for the loading time is 160 seconds. did you count them with stopwatch ? or you simply think that it's 5 - 10 minutes.
 
EDIT 2 : hey, it's only took 2 minutes for me to load it.
Have to wait 2 minutes for loading is hell, many players get kicked and personaly as the maker, I need to wait those minutes to test it, ANNOING!!!:goblin_jawdrop::thumbs_down::ogre_frown:

OMG, hide that big picture or remove them, we know what you meant. you just don't care about what we'd said the past times.

anyway, the exact time elapsed for the loading time is 160 seconds. did you count them with stopwatch ? or you simply think that it's 5 - 10 minutes.
I used my phone clock as stopwatch. and saw 5 minutes goes by.

"OMG, hide that big picture" done.
 

TKF

TKF

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I didn't put so much crap in my initialization. I use a second trigger to preload stuff gradully during the first minute of the game, although this cause some minor laggs at start. You can also preload spells during parts of the game where lagg is not important if you wanna decrease loading time. As for adding and removing units during the the start of the game is smartest imo, because this is a way to prevent longer loading time. This way Cruiser Command only using about 25 seconds to load. I use mostly initialization to store variables, as they impact loading time quite insignificantly.

But if you preplace a lot of stuff in the editor such as units, and stuff it will make the game load slower because the map is caching everything already in place when loading.
 
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Triggers begin initializing only within the second half of the loading bar. A big part of the execution time clearly stems from object editor object modifications. A glance at your "Disable Abiliteis" trigger reveals that you call various abilities within the trigger initialization, which is why it also needs time loading those. Running the map through the Widgetizer would probably improve the situation tremendeously but that is a finalization method and is kind of slow. It transforms your object editor data into slk files, which is the format wc3 primarily uses, which is loaded once in the beginning and does not initialize objects separately, and which is just far, far faster. It can only handle abilities up to level 4 though and the editor is not laid out to have those map-specific.

I am using an extra instance of the world editor for my current project, so I can kind of directly work with the faster slk data without the need to convert it everytime.
 
I didn't put so much crap in my initialization. I use a second trigger to preload stuff gradully during the first minute of the game, although this cause some minor laggs at start. You can also preload spells during parts of the game where lagg is not important if you wanna decrease loading time. As for adding and removing units during the the start of the game is smartest imo, because this is a way to prevent longer loading time. This way Cruiser Command only using about 25 seconds to load. I use mostly initialization to store variables, as they impact loading time quite insignificantly.

But if you preplace a lot of stuff in the editor such as units, and stuff it will make the game load slower because the map is caching everything already in place when loading.

I replaced Map Inititation with Time - Game elapsed 5 seconds. The lag remain as annoying as ever. Though I belive this was the best try so far XD
 

TKF

TKF

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I replaced Map Inititation with Time - Game elapsed 5 seconds. The lag remain as annoying as ever. Though I belive this was the best try so far XD

I have made it into chunks what loads parts of it every 5-10 sec. Although I have only units preloaded as chunks since my map doesnt have so much abilities.

U can put variable and some other settings in its own map initilation and rest in game elapsed trigger, split up a bit.
 
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