Is there anything in specific that contributes to a map having a long load time? I've been working on an RPG since the beta, and although it's going really well, the load time is currently about 4 minutes long. I forget exactly when it started taking so long, but it used to be quite quick. Are there any particular things that can be done to decrease load times? Or is it just an overall kind of thing like # of doodads etc, which would really suck.
4 minutes loading time, are you serious?
I would be leaving long ago before the map actually starts.
My guess is, that everything that pops up in the editor (when you open your map) is causing this long loading time.
So the whole level design. (terrain, doodads, units)
Trigger with map initialization?
Unit data-bank?
Otherwise I would really like to now whats causing long loading-times, always wanted to know.
I don't use banks, and have the actual units generate while the game is played to prevent lag, but there's likely 1500 something doodads. It could possibly be the imported sounds, models, and images; has anybody had trouble with imports?
As for the triggers, there's probably 300ish at the moment, and 200ish variables, but only a few of them run on game initialization.
I'll copy the map file and start removing random things to try and see if it's something specific.
Tested the map in the editor (opened in editor -> testmap) or in bnet (sc2 -> host game etc.)?
If you only tried the editor you could disable preloading in the editor settings
Tested the map in the editor (opened in editor -> testmap) or in bnet (sc2 -> host game etc.)? If you only tried the editor you could disable preloading in the editor settings
Oh wow, thank you very much. I just tried it on battle.net and it took like 30 seconds. That's one hell of a relief.
It may very well be a relief in the editor, but would this affect the hosting in Battle.net? I'm pretty sure that it would still be a 4 minute load time in-game...
Found something from a post on another website regarding this issue. It seems that bugged actors can go extremely wonky and just one of these can increase the load time from 15 seconds to 5 minutes.
Here's how to find them:
Go to your actors list, and locate all of the ones not native to the editor (any green actor) and look around at them in XML view. If you come across any actor that has a string repeating "INVALID LINK" over and over, delete the entire actor. The one i had repeated at least a few hundred times and after i deleted it my load time went from around 6+ minutes to 15 seconds.
Hope this helps!
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Is there anything in specific that contributes to a map having a long load time? I've been working on an RPG since the beta, and although it's going really well, the load time is currently about 4 minutes long. I forget exactly when it started taking so long, but it used to be quite quick. Are there any particular things that can be done to decrease load times? Or is it just an overall kind of thing like # of doodads etc, which would really suck.
4 minutes loading time, are you serious?
I would be leaving long ago before the map actually starts.
My guess is, that everything that pops up in the editor (when you open your map) is causing this long loading time.
So the whole level design. (terrain, doodads, units)
Trigger with map initialization?
Unit data-bank?
Otherwise I would really like to now whats causing long loading-times, always wanted to know.
-h34dl4g
@AmelieCL: Go
Highly probably its doodads or preplaced units. It could also be that you have a lot of code running at initialization.
I don't use banks, and have the actual units generate while the game is played to prevent lag, but there's likely 1500 something doodads. It could possibly be the imported sounds, models, and images; has anybody had trouble with imports?
As for the triggers, there's probably 300ish at the moment, and 200ish variables, but only a few of them run on game initialization.
I'll copy the map file and start removing random things to try and see if it's something specific.
@AmelieCL: Go
Tested the map in the editor (opened in editor -> testmap) or in bnet (sc2 -> host game etc.)? If you only tried the editor you could disable preloading in the editor settings
Oh wow, thank you very much. I just tried it on battle.net and it took like 30 seconds. That's one hell of a relief.
It may very well be a relief in the editor, but would this affect the hosting in Battle.net? I'm pretty sure that it would still be a 4 minute load time in-game...
Found something from a post on another website regarding this issue. It seems that bugged actors can go extremely wonky and just one of these can increase the load time from 15 seconds to 5 minutes. Here's how to find them: Go to your actors list, and locate all of the ones not native to the editor (any green actor) and look around at them in XML view. If you come across any actor that has a string repeating "INVALID LINK" over and over, delete the entire actor. The one i had repeated at least a few hundred times and after i deleted it my load time went from around 6+ minutes to 15 seconds. Hope this helps!