On my map, Chop chop forest, I changed the minerals to tree models, this problem was already happening before this,
Anyone who enters my game on High-extreme settings, gets lagged out, and whats more is the mineral fields that i changed to tree-auir change back to blue minerals...
Heres the weirest part... i did some test, If you enter the game on low settings then turn them up its FINE!!!, but if you enter the game on high settings and can get to it fast enough to turn them down, you still see The minerals... i dont think this is because of peoples internet or computers, its obviously my map
anyone know how to fix this?.
To run some test my map is publicly on NA servers under the name Chop Chop Forest.
WEll, when you start map on low, and then change to high extreme or what ever, it doesnt change verything without a restart. And if im not mistaking number one cause of lag is ridiculous triggers, lots of units (the tree would be lagful). Does it happen in the Test map function.I am not exactly sure hwhat it is as i havent tested it, but i am guessing to many units with lots of textures etc
I got tons of mineral fields... and still less that others, The model and amount harvested is the only things I changed on the minerals, Its actually less laggy with the tree, and if i turn everything on ultra but models on low it still does it, thats the only setting that requires a restart.
I have 2 terrain textures neither custom, the minerals and rich minerals are both changed models to trees
i only have one trigger to start the map with mass resources.
the rest is a melee map.
I removed creep
minerals are no longer stacked, the map size is like 64 x 64. its in the tiny selection I think.
there are a few Doodads hangin around, not many though, Theres water. its settings are default
i have a loading screen that takes 1.4 Mbs of it tthe whole map is like 1.6 mbs
Terrran buildings dont lift off
Turret shoots land and air
you only start with one worker no buildings
no victory conditions or defeat conditions... yet
im going to upload a new version to the site, but the newest version is on battle.net
WEll, when you start map on low, and then change to high extreme or what ever, it doesnt change verything without a restart. And if im not mistaking number one cause of lag is ridiculous triggers, lots of units (the tree would be lagful). Does it happen in the Test map function.I am not exactly sure hwhat it is as i havent tested it, but i am guessing to many units with lots of textures etc
and its not laggy if you start with low settings then up them to max, and the models can stay on low and it still does it
The mineral fields model reverts back to the default when you start the map on high settings, and then you lag out.
I removed all water,
All doodads
just the terrain, agria grass and agria dirt
8 start locations.
and the rest is mineral fields,
If i load the map editor on extreme it reverts them all to mineral fields too. So its not just online, I dont think lag is causing this, and I have no clue whats doing it
I checked something else too, Not only does it revert them, but it still shows the model under acters/mineral field/ art model as being Auir Tree....
I honestly Dont think this is because of Lag, The map editor wasnt even lagging on extreme for me...
in game you lag terrible, all minerals turn to their default model, and after about 10 seconds you lag out. Ive seen maps with this many and some with MORE mineral fields that worked fine, I really cant understand where the problem is coming from, i have the mineral fields scaled down to x=.5 y=.5 z=.7
Well, start experimenting. Make a backup of the map and delete stuff. First, try removing all mineral patches and see, if it fixes the problem.
I found out whats causing it, its a bug, Shaders on ultra are bugged as hell, this is one of their problems If I turn shaders to high everything is perfectly fine.
@Taintedwisp: I'd suggest to check the Mineral Field actors. Because these fields change based on the quantity left, so there are events that handle which model is used. Maybe that's why you still see the old model. To avoid problems I'd say go on and make a new actor and use it instead.
On my map, Chop chop forest, I changed the minerals to tree models, this problem was already happening before this,
Anyone who enters my game on High-extreme settings, gets lagged out, and whats more is the mineral fields that i changed to tree-auir change back to blue minerals...
Heres the weirest part... i did some test, If you enter the game on low settings then turn them up its FINE!!!, but if you enter the game on high settings and can get to it fast enough to turn them down, you still see The minerals... i dont think this is because of peoples internet or computers, its obviously my map
anyone know how to fix this?.
To run some test my map is publicly on NA servers under the name Chop Chop Forest.
WEll, when you start map on low, and then change to high extreme or what ever, it doesnt change verything without a restart. And if im not mistaking number one cause of lag is ridiculous triggers, lots of units (the tree would be lagful). Does it happen in the Test map function.I am not exactly sure hwhat it is as i havent tested it, but i am guessing to many units with lots of textures etc
@CrazyTwigman: Go
I got tons of mineral fields... and still less that others, The model and amount harvested is the only things I changed on the minerals, Its actually less laggy with the tree, and if i turn everything on ultra but models on low it still does it, thats the only setting that requires a restart.
I have 2 terrain textures neither custom, the minerals and rich minerals are both changed models to trees
i only have one trigger to start the map with mass resources.
the rest is a melee map. I removed creep
minerals are no longer stacked, the map size is like 64 x 64. its in the tiny selection I think.
there are a few Doodads hangin around, not many though, Theres water. its settings are default
i have a loading screen that takes 1.4 Mbs of it tthe whole map is like 1.6 mbs
Terrran buildings dont lift off
Turret shoots land and air
you only start with one worker no buildings
no victory conditions or defeat conditions... yet
im going to upload a new version to the site, but the newest version is on battle.net
and its not laggy if you start with low settings then up them to max, and the models can stay on low and it still does it
The mineral fields model reverts back to the default when you start the map on high settings, and then you lag out.
@Taintedwisp: Go
I removed all water, All doodads just the terrain, agria grass and agria dirt 8 start locations. and the rest is mineral fields,
If i load the map editor on extreme it reverts them all to mineral fields too. So its not just online, I dont think lag is causing this, and I have no clue whats doing it
I checked something else too, Not only does it revert them, but it still shows the model under acters/mineral field/ art model as being Auir Tree....
I honestly Dont think this is because of Lag, The map editor wasnt even lagging on extreme for me...
in game you lag terrible, all minerals turn to their default model, and after about 10 seconds you lag out. Ive seen maps with this many and some with MORE mineral fields that worked fine, I really cant understand where the problem is coming from, i have the mineral fields scaled down to x=.5 y=.5 z=.7
Well, start experimenting. Make a backup of the map and delete stuff. First, try removing all mineral patches and see, if it fixes the problem.
I found out whats causing it, its a bug, Shaders on ultra are bugged as hell, this is one of their problems If I turn shaders to high everything is perfectly fine.
@Taintedwisp: I'd suggest to check the Mineral Field actors. Because these fields change based on the quantity left, so there are events that handle which model is used. Maybe that's why you still see the old model. To avoid problems I'd say go on and make a new actor and use it instead.
About the ultra/extreme settings bug, i replied on the other topic too. Go to the MineralField actor, find and erase these:
ActorCreation
-Option Shader Ultra
-ModelSwap MineralFieldHigh
ActorCreation
-Option Shader Extreme
-ModelSwap MineralFieldHigh
Might work fine then
Sweet will do.