Dryeyece bought it up with me, and I noticed it myself, but the new editor is stupid slow loading field values compared to the old editor - even when running it off an SSD. Anyone else notice this? (And with no other changes to the system except for the patch ... the slowness is indeed disturbing).
yeah, and mine locks up when I have the data and terrain open, and go to open the trigger editor. but it loads after like 2 minutes of unresponsiveness.
Really? The old editor took FOREVER to load any type of list (like the texture/mode/actor picker or units list). They could often take up to 15 seconds to load, which made designing dialogs quite hard. Now they load almost immediately.
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See the part where I notice it the most is like adding a new action into Tofu, this could be perhaps because the script size is already so large, but the lag didn't happen before.
I just tested the asset lists, and they do indeed load quite a lot faster (such as images etc) - that is nice but my UI is basically finished isn't it :) And the wait before for me wasn't that long on the SSD, annoying but not that bad. But yeah, this new lag is a pain in the ass.
I will get Dry to clarify which lists he is talking about, because chances are we both have our own issues on different sides of the editor and I just presumed we were talking about the same thing.
Now that I think about it, some of the very large actions I've got set up in my current project are quite slow to work with. Perhaps it's related to having large lists of triggers/actions/variables in the editor. Though I'm not running an SSD.
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I noticed Actor Events load fairly slowly as well as Modifications+ in behaviors and some other fieldception-fields (Motions phases in movers as well, etc.), not sure whether it is slower than before though. Also, selecting the "Create" message in Events+ locks up the editor for 3-4 seconds (Which means if you open the drop down and write "Cre", it will lock up on the R because it selects Create and after its done locking up it will think you just pressed E and moves to the E part of the list)
But overall the editor seems a lot faster - I wasn't able to use it with the object explorer open half the time due to the lag, now I never close it. Also, before, if you selected a unit with the object explorer open and it had a lot of linked fields, it would lag, and then that lag would repeat no matter what else you select or when you modify any field, even after closing the object explorer. Had to close the data editor and reopen it to get rid of that lag. Doesn't happen anymore.
Trigger editor GUI is slow as balls, as always. Somehow slower than it used to be. (And before you say "hurr use Galaxy" let me remind you that I don't want to memorize an API with well over a thousand function names. Nor do I want to rewrite my entire map.)
At least assets lists are faster.
Trigger validation also takes bloody ages, which is supremely annoying.
The response is fine but i always get stuck to where i have to load actor events.
i also hate that when i type a new search, when i type the first letter it alrdy is creating the whole list with acotrs/units which im not trying to search.
Is there a way to only make it create a list when i have pressed enter?
If adding actions in a trigger is slow for you, just copy the whole trigger/function, make your changes in there, delete the code in the original function and paste the new code into it. It's faster than only being able to make 1 change every 10 seconds.
The editor is very slow in old functions rather than being super slow in long functions now.
Also, 52k lines in mapscript. Validating triggers takes approx 500 seconds. My "triggers" file (xml) has 880k lines. It has a lot to process...
Ive already brought up this issue several times in the official forums, but im not sure if Blizzard knows how bad the lag really is. The problem is that it only starts showing up in large projects. I hope they get a ton of lag when designing their Blizzard Allstars, so they notice this issue.
However, a few days ago I got this response, that at least says that trigger validation will be improved in "a future patch":
Quote:
Optimizing the editor and game are ongoing tasks that we invest a lot of development time into. Consider that Heart of the Swarm almost doubles the amount of game data - we have to keep optimizing just to retain the existing performance. For example, we've already iemproved trigger validation significantly and you should see those changes in an upcoming patch.
However for me personally, the GUI lag is by far the most annoying part. I dont really care if i need to wait several minutes to open a project (sure, thats annoying, but its not like you open a project 20x a day).
The GUI lag however is there all the time and really slowing down development time.
Just in large Triggers? Or when opening the action window because you have too many action definitions? Or when trying to change specific field values? Or in general when you have too many Triggers?
Because I haven't experienced lag at all besides the stuff that Almaity is talking about.
At this moment because I am not using any new features in 1.5 ... I seriously thinking about uninstalling 1.5 and going back to 1.4 to finish up Tofu because the lag is that annoying. Although I very highly doubt I will do so, it is in my mind, and it is a prominent thought.
Has anyone also noticed that map loading time has increased dramatically? (Even in single player test from the Editor) - and also there appears to now be lag when Tofu initializes its portraitboard system where as pre 1.5 there was no noticable lag at all (due to a lot of rewriting to reduce it). This is done after map initialization and during the actual game (after teams are selected) ... I will have to take a look at it tomorrow but it is not there on 1.4 (on my laptop) if using the same map copied over.
My lag is when I click on add an action (Control+K from memory). Even on clean (empty or near empty) functions. There is a noticable wait and it was instant pre-patch.
Has anyone also noticed that map loading time has increased dramatically? (Even in single player test from the Editor)
This is basically because of the new streaming feature. For some reason it always needs to check if everything is downloaded what takes a couple of seconds.
This is annoying, indeed.
Im not a big fan of the streaming thing overall, just because some kids cant wait 5mins to download a patch, we now have all the disadvantages when testing a map etc =/
It really adds up when for example designing dialogs, if you have to load the map hundreds of times until it looks good, this 5-10 seconds can get minutes.
Now that you mentioned it, my map has started to take alot longer to load each tests. For every little change, it makes the map an extra minute to load. I don't remember it doing that before the patch either.
I only have the absurdly long loading time the first time I load a map through the editor (But every time i play online)
also, this is in the changelog:
"StarCraft II is now significantly more thorough in pre-loading content, resulting in less in-game stutter."
The exact opposite is happening. Every time a new model appears for the first time since launching the game, LAAAAAAAAAG. I've never had this, not even on the wooden box that I dared call a PC back when I used it. I actually used High model settings for that PC even though it barely played sc2, and I did not have that stutter. Now I play a game, 40 minutes in I know my OC on the edge of my vision just got destroyed not because I was paying attention but because it lagged for a second to load the death model. In my new map I have to use the same ability twice if I want to see how it looks because the first time I lag and miss half of it.
Just finished a couple of hours working session and yeah, the 1.5 editor seems to be even more laggy than the 1.4.4 version, even though I thought this would be impossible. :(
It seems like copy-pasting/cutting can cause huge lags in 1.5.
The moment lag occurs in Tofu is not when the portraitboard system is initialized as I first thought, it is when the Heroes are created for the first time (and the world is shown) as such - it occurs when new unit models appear. As I remember now that I rewrote the portraitboard system and that actually happens in map init.
Dryeyece bought it up with me, and I noticed it myself, but the new editor is stupid slow loading field values compared to the old editor - even when running it off an SSD. Anyone else notice this? (And with no other changes to the system except for the patch ... the slowness is indeed disturbing).
@DogmaiSEA: Go
yeah, and mine locks up when I have the data and terrain open, and go to open the trigger editor. but it loads after like 2 minutes of unresponsiveness.
@DogmaiSEA: Go
Really? The old editor took FOREVER to load any type of list (like the texture/mode/actor picker or units list). They could often take up to 15 seconds to load, which made designing dialogs quite hard. Now they load almost immediately.
See the part where I notice it the most is like adding a new action into Tofu, this could be perhaps because the script size is already so large, but the lag didn't happen before.
I just tested the asset lists, and they do indeed load quite a lot faster (such as images etc) - that is nice but my UI is basically finished isn't it :) And the wait before for me wasn't that long on the SSD, annoying but not that bad. But yeah, this new lag is a pain in the ass.
I will get Dry to clarify which lists he is talking about, because chances are we both have our own issues on different sides of the editor and I just presumed we were talking about the same thing.
Now that I think about it, some of the very large actions I've got set up in my current project are quite slow to work with. Perhaps it's related to having large lists of triggers/actions/variables in the editor. Though I'm not running an SSD.
I am sitting at 20,000 lines atm ... how the hell did it creep up on me so fast, I swear to god I thought it was only 11,000 lines.
@DogmaiSEA: Go
I noticed Actor Events load fairly slowly as well as Modifications+ in behaviors and some other fieldception-fields (Motions phases in movers as well, etc.), not sure whether it is slower than before though. Also, selecting the "Create" message in Events+ locks up the editor for 3-4 seconds (Which means if you open the drop down and write "Cre", it will lock up on the R because it selects Create and after its done locking up it will think you just pressed E and moves to the E part of the list)
But overall the editor seems a lot faster - I wasn't able to use it with the object explorer open half the time due to the lag, now I never close it. Also, before, if you selected a unit with the object explorer open and it had a lot of linked fields, it would lag, and then that lag would repeat no matter what else you select or when you modify any field, even after closing the object explorer. Had to close the data editor and reopen it to get rid of that lag. Doesn't happen anymore.
Trigger editor GUI is slow as balls, as always. Somehow slower than it used to be. (And before you say "hurr use Galaxy" let me remind you that I don't want to memorize an API with well over a thousand function names. Nor do I want to rewrite my entire map.)
At least assets lists are faster.
Trigger validation also takes bloody ages, which is supremely annoying.
@DarkRevenantX: Go
The response is fine but i always get stuck to where i have to load actor events.
i also hate that when i type a new search, when i type the first letter it alrdy is creating the whole list with acotrs/units which im not trying to search.
Is there a way to only make it create a list when i have pressed enter?
If adding actions in a trigger is slow for you, just copy the whole trigger/function, make your changes in there, delete the code in the original function and paste the new code into it. It's faster than only being able to make 1 change every 10 seconds.
The editor is very slow in old functions rather than being super slow in long functions now.
Also, 52k lines in mapscript. Validating triggers takes approx 500 seconds. My "triggers" file (xml) has 880k lines. It has a lot to process...
Ive already brought up this issue several times in the official forums, but im not sure if Blizzard knows how bad the lag really is. The problem is that it only starts showing up in large projects. I hope they get a ton of lag when designing their Blizzard Allstars, so they notice this issue.
However, a few days ago I got this response, that at least says that trigger validation will be improved in "a future patch":
However for me personally, the GUI lag is by far the most annoying part. I dont really care if i need to wait several minutes to open a project (sure, thats annoying, but its not like you open a project 20x a day).
The GUI lag however is there all the time and really slowing down development time.
Where does your lag occur exactly?
Just in large Triggers? Or when opening the action window because you have too many action definitions? Or when trying to change specific field values? Or in general when you have too many Triggers?
Because I haven't experienced lag at all besides the stuff that Almaity is talking about.
At this moment because I am not using any new features in 1.5 ... I seriously thinking about uninstalling 1.5 and going back to 1.4 to finish up Tofu because the lag is that annoying. Although I very highly doubt I will do so, it is in my mind, and it is a prominent thought.
Has anyone also noticed that map loading time has increased dramatically? (Even in single player test from the Editor) - and also there appears to now be lag when Tofu initializes its portraitboard system where as pre 1.5 there was no noticable lag at all (due to a lot of rewriting to reduce it). This is done after map initialization and during the actual game (after teams are selected) ... I will have to take a look at it tomorrow but it is not there on 1.4 (on my laptop) if using the same map copied over.
My lag is when I click on add an action (Control+K from memory). Even on clean (empty or near empty) functions. There is a noticable wait and it was instant pre-patch.
This is basically because of the new streaming feature. For some reason it always needs to check if everything is downloaded what takes a couple of seconds.
This is annoying, indeed.
Im not a big fan of the streaming thing overall, just because some kids cant wait 5mins to download a patch, we now have all the disadvantages when testing a map etc =/
It really adds up when for example designing dialogs, if you have to load the map hundreds of times until it looks good, this 5-10 seconds can get minutes.
Now that you mentioned it, my map has started to take alot longer to load each tests. For every little change, it makes the map an extra minute to load. I don't remember it doing that before the patch either.
I only have the absurdly long loading time the first time I load a map through the editor (But every time i play online)
also, this is in the changelog:
"StarCraft II is now significantly more thorough in pre-loading content, resulting in less in-game stutter."
The exact opposite is happening. Every time a new model appears for the first time since launching the game, LAAAAAAAAAG. I've never had this, not even on the wooden box that I dared call a PC back when I used it. I actually used High model settings for that PC even though it barely played sc2, and I did not have that stutter. Now I play a game, 40 minutes in I know my OC on the edge of my vision just got destroyed not because I was paying attention but because it lagged for a second to load the death model. In my new map I have to use the same ability twice if I want to see how it looks because the first time I lag and miss half of it.
Just finished a couple of hours working session and yeah, the 1.5 editor seems to be even more laggy than the 1.4.4 version, even though I thought this would be impossible. :(
It seems like copy-pasting/cutting can cause huge lags in 1.5.
I experience lag in game when new unit models appear, specially custom models. I didn't have this problem. Damn stupid streaming...
Ah, touche!
The moment lag occurs in Tofu is not when the portraitboard system is initialized as I first thought, it is when the Heroes are created for the first time (and the world is shown) as such - it occurs when new unit models appear. As I remember now that I rewrote the portraitboard system and that actually happens in map init.
@DogmaiSEA: Go
Maybe its because you're chinese, Dogmai.