Hello,
NOTE: The lag only occurs as time goes on. There can be 1000 units on the map and it will have no lag to start, but if there are even 400 units on the map after 45 mintues the lag is unbearable. There are NO errors or warnings being logged either. Thats the tl;dr part. Now here are the strategies I've tried, and why I've pinpointed that the lag isn't coming from my map. The question about the War3 Mod itself is located at the bottom, the first bit of stuff is about map optimization in general and things i've tried.
To preface, I will mention the name of my map which is simply called ORPG Alpha for now until the lag issue is fixed, and it uses the War3 Mod (GA) which leads me into what I have to say next: In my map, I have almost no triggers and the ones I do have are not commonly occuring ones (unit is attacked, periodics such as every 1 second, etc). Rather, the most resource consuming triggers I have are 2 triggers that fire upon unit death events, and run generally short actions. All of my triggers only fire on very rare events, and when I remove all of MY triggers and test my map, the lag is still there.
Basically, what I would like to know: are there any optimizations I could make for my map?
People enjoy playing it a LOT but everyone ends up leaving after an hour due to the lag becomming unbearable. I have spent several hours now trying to optimize things in the data editor as much as I can such as:
making sure that things die with non-negative time values in the editor
make aura abilities fire less often
and a few other things
But the lag was barely fixed, and it seems that I could have 1000 units on the map off the start of the game, and have NO lag, but after 45 minutes of being in the game if there are over 400 units (less than HALF of what there used to be...) that the game lags so hard everyone must leave because noone can do anything.
If there are any other optimizations please someone let me know
I am just wondering if the mod has any sort of optimizations that can be specified for the mod? I have only 100 Warcraft 3 trees (and they all have a crap ton of resources) since I know that is a potential source of lag, but I'm finding that the mod is getting unbearably laggy. I have old maps that could support up to 1600 units before lagging started to happen.
Types of optimizations I mean such as:
Somehow giving map makers such as myself access to deleting a LARGE amount of the trigger libraries in the mod that are unnecessary for use in my map
Having some very short amount of documentation on which triggers do a lot of processing (and are the lag causers) so that mapmakers can exclude triggers that will cause lag.
Also, does ANYBODY have any ideas WHY the lag gets bad after only almost an hour, with a fraction of the units on the map and nothing occuring? If i leave it for 2 hours the lag gets worse even though not a single event is occuring
All help is greatly appreciated :) I'll have to cease development on my map for the time being due to the lag. The map is fun for 45 minutes to an hour but then it becomes lag city.
i doubt the mod is the issue, if it is a build-up over time.
If you are wondering if triggers are the issue, you can run the game from the editor with the trigger debugger open, to see which triggers are using the most resources.
In you game, do you have a lot of data going on? abilities, buffs, stat points, auras, ect? Something as simple as stat points can add up to lag over the course of a game.
Yeah, the only period trigger in the mod is the trigger to set the animation of the TOD clock, and this trigger only fires per 5 seconds and does nothing other than play animations. And this trigger doesn't even true fire periodic, it's a single thread that wait-loop per 5 seconds.
To be fair, the sample map of the map contains nearly ten thousands of units.(they are all trees). And it doesn't seems to have a built-up issue(if you pc is capable to play the map at the start)
It would be good to try the step suggested by GlornII.
Still it's a good suggestion to create a thread about all trigger of the mod. I will add it to the backlist. The trigger that would consume more resource would be the trigger of the control magic spell. Because it need to track the life changes of the summoned unit while you turned the ability's target mode on. But I don't think you map is so happened to heavily used this ability?
Also, does you map always produce new type of units? That can be issue on preload. Or if you map would always summon summoned units?
I do not have much data going on at all in this map compared to other maps I've made. all of the abilities, auras, and almost every buff is straight from the mod, and I don't do too much else on top of it. I am currently testing the map with the trigger debugger open though, and i will edit this post with results at the end.
Also, in my map players are able to build a base and any standard warcraft 3 building, and I also allow players to summon if they pick a vanilla warcraft hero that has a summon. The map has a respawn mechanism that allows players to block respawns, so the map has less units towards the end of the game (ive tested with all freelancers who can not build units), but im still noticing the same thing.
I've experienced similar problems with lag occurring as my games progress. My problem was that there were many actors that weren't being destroyed properly. In my case, there were sound effect actors that I'd forgotten to add the "sound done" -> "destroy" actor events, as well as some site attachment actors. Over time, they were building up and causing massive lag, and they'd even get to the point where no new actors were being created.
I'd suggest playing a game into the late stages via Test Document, and then typing "actordumplive" into chat. This will give you a list of actors that are still currently alive, deposited into the "alerts" folder for SC2. It's kind of dull to sift through, but if you find large numbers of actors that shouldn't be there, that may be your problem.
Here's a link to the Blizz tutorial thing on "actor cheats" that shows other ways to get actor info.
When i tried doing an actor dump with the 750 starting units, the game logs 1 actor a MINUTE, so it would take a full day for this full list to print out so I will not be doing this. Also, my game crashed when i had trigger debugging open last night so i will try again now and leave it in the background killing mobs while I study for my final exam tommorrow i guess. I shall post results I find later
Okay so I did 2 tests: One using my map, another using just the mod. I did a test using the trigger debugger on my current map so theres no way it can be some kind of broken piece of data at this point. I also noticed that after running the map for an hour, the top 5 most ran triggers are from the MOD, and all of mine run in a FRACTION of the time. It seems that the culprit may have something to do with the fact that I have 750 hostile creep that enter and leave sleep cycles. I think this because the "wakeup" trigger function had 100,000 milliseconds of run time, whereas the rest of the triggers had a COMBINED runtime of 10,000.
Could it have to do with the fact that I use the mod on a 256x256 map as well? or would it just be from the amount of neutrals?
I tested the mod on a NEW MAP with JUST the mod data in it, added about 1000 neutrals, ONE trigger that issues 20 minutes in to create more units (and it ran in less than 5 miliseconds) NO custom data, no ANYTHING of my own besides a blank desert, and the exact same lag problem tends to appear over time still, so this really leads me to think that its not my map, rather maybe the fact that having 750 neutrals sleeping and waking up is causing lag
The weird thing is it feels like a memory leak of some sort. Otherwise it makes no sense that the lag only gets worse with time. Is there a way I can disable the sleep cycle for creeps? I'm hoping once I do this that the maps lag is reduced dramatically.
Also, I typed the actordumplive command and it took over 2 hours to log everything. The end result is a 2500 page file with over 1 million words in it. This is impossible to really get a good idea of what is going on.
Edit: And if its not the mod then maybe it is my version of the editor. I will try reinstalling but If I get the same results as before, I will have to abandon this project altogether which is a shame because it has had extremely positive feedback for every aspect besides the lag. Ill try adding an ActorDestruction - Destroy, and ActorOrphan - Destroy events to the War3_SwapableMissileAttackImpactModel ill post what i find later.
As for the actor dump, I skimmed through some random pages, and I will copy and paste some of the very commonly occuring things I found: Keep in mind this is from the file that was ONLY running the mod files, and I had NO data I edited myself within.
From what I've noticed, there are AT LEAST 500 pages (1/4 of the full log file) make references to this ActorModel (When i did the dummy print, there were EXACTLY ZERO units on the map fighting, or shooting missiles or anything, and just a few hundered alive standing around doing nothing)
USER 49589 3099.313 3099.360 [ 2ecb 14] Scope[tst2, Effect] B[P 131.13 74.25 15.99] (This is the only one I can clearly tell that it is a tome of strength + 2
These 2 message types are mixed in together throughout the log file, and account for about 2000 pages worth of actor data. I think this goes to show that maybe theres some bug with some hostile creeps or something in the mod, but not the ones displayed in Lost Temple I guess because I use almost every hostile creep unit available in the mod.
Ill try adding an ActorDestruction - Destroy, and ActorOrphan - Destroy events to the War3_SwapableMissileAttackImpactModel ill post what i find later.
I tested your game, and yeah, it does get laggy over time. Leaking missile animations could be a thing, considering an army of archers for everyone seemed to do the trick. There was nothing really lag-enducing that i saw. the way the lag built up; I really wouldnt think it is a trigger related thing, unless you are running a trigger often enough that it would create smooth lag, opposed to lag spiked. Maybe the healthbar updates for the heroes; depending how frequently they updated the dialog. They could cause a build up of lag if executed poorly.
Really though, i am pretty sure the lag experienced is cause by leaks. Just for a reference, I ran the check on my game, with, idk... only like 100 or so units, all different units, and it only took me about 5 seconds for them all to load and return their data.
A good command you can use after a while of playing is "ActorDumpLeakRisks" it returns actors which have existed for a long time. Normal things to see on this list will be units, or items on the ground, trees, ECT. You should try it after a few min of gameplay; then try it again after playing for a while. The list should be about the same length. if the list later on is exponentially longer (say the first list is 20 pages long, and the 2nd list is 30 pages long, or 100, whatever) then what you have are leaks.
**Edit
forgot to mention, that in your game, i had my items stripped from me every few minutes; other players reported it too. do you have any idea how stupid it is to fight a boss, get some loot, then have it go poof? ...8 times? I was by far stronger at level 6 than at 10+2.
That said, all of the generic wc3 units plopped on a map fighting each other=highly ranked sc2 game. Like, base value unit, plopped on a map, with the genaric items also plopped on said map. God does SC2 suck compared to wc3. Anyway, not a bad game for sc2, hopefully when you get your issues fixed you can add some content.
The items being stripped was a glitch due to a trigger I had added and i forgot to test publicly. I have fixed it, as well as a couple other bugs some of my testers found, but i wont be editing my map further until my exam is finished tommorrow. After which I will also continue testing to try and determine where the lag is coming from.
There are also quite a few custom items already that drop, and theres also set items im adding, as well as multiple pages of crafting items. These are features that will come if and only if the lag becomes tolerable. It seems that having a way to disable the hostiles from waking and sleeping up will reduce the amount of lag possibly due to the results I posted previously. The mod runs fine with thousands of faction units that do not sleep, but when swarmed thousands of hostiles sleeping and waking up over time it seems to becomes an issue.
I lied! I decided to run test again while taking a study break, and If the lag is not being generated from the sleep and wake triggers, then I found what must be the culprit. When I run EITHER my map ORPG Alpha, OR the custom map i made that ONLY uses the mod, and I wait over time, then print out the actor logs, the logs are almost completely identical for what is happening as time goes on (I ignore the initialization of the doodads because both my RPG map, and the blank one using the mod lag anyways when i have lots of neutrals and some die over time). So what I post following this are the ONLY actors that are NOT common to both files (The ones I posted earlier):
I also tried adding an "Actor Destruction -> Destroy" and "Actor Orphan -> Destroy" events to the War3_SwapableMissileAttackImpactModel, but it never seems to get passed to the destroy OR to the orphan (even thought I have no idea what orphan is i saw it somewhere and it worked to fix a memory leak in a previous map). This leads me to some suspicion that the War3_SwapableMissileAttackImpactModel actor will NEVER be removed from the game, becasue when i test a THIRD time, this time taking a dummy snapshot about 10 minutes into fighting in a game, I start to see SOME of these War3_SwapableMissileAttackImpactModel actors in the file, but not as many as when i let the game run for an hour.
Then this leads me to my next question: HOW DO I FORCE THE REMOVAL OF OLD ACTORS? I've looked for some kind of garbage collection but couldn't find any. If I cannot do that then can someone please tell me a simple way to kill all actors of a type? Then I will just remove wall War3_SwapableMissileAttackImpactModel from the game every 10 mintues and it should hopefully give absolutely no lag after if my reasoning is right
Edit:
OR, how can I add a timeout on that specific actor such that if the actor is alive for more than... say 10 seconds (since its a missile impact it shouldn't even last that long..) using the events? I've spent a couple hours in the past trying to get a timer to work in events to do something else, but I couldn't get it to work so if someone gave me the actual words of the events and terms it would be helpful :D
pretty simple to set up a timer:
actor creation - set timer
timer elapsed - destroy
you can also send messages or signals to all actors with triggers. you could add:
Signal* garbage - destroy to the actors
so you could periodically send the signal garbage to all actors
it's not a good solution but an answer to your question. a good solution would include a destruction whenever it is not needed anymore.
THANK YOU FUNKY!!
It appears that it must have been the actor from the mod as i expected, and not anything in particular in my map because adding that timer reduced lag by about 50% meaning the lag is actually somewhat tolerable now!
Once I figure out how to disable hostile creep from sleeping and waking up, the map should run even more smoothly!
I've also noticed over the last few days that the number of players playing greatly affects the lag. The only thing I do that depends on the number of players is have a variable that holds their hero when they select it, so Im quite sure that its not dependant on my map. If its just me or 1-2 other players, the game is extremely smooth as it should be. With 4-7 people in the lobby, the game is very smooth, but there is the occasional "chop" that is noticed. Note that this is not a frames per second "chop" because it occurs even with a stable framerate of 75.
What does the mod do to initialize data based on the number of players, and is anything that does this able to get disabled? If it is not the mod and it is my map somehow (i dont think it is though, i've published 5 maps now on arcade and none of them have this similar behaviour, yet in all of my other maps I do a lot more with storing data for players such as having an array for each player). Anyone have any ideas why the mod may be doing this?
In my map, just two:
One which checks if a player left the game so it can remove all of that player's units from the game. It cant be this one because the game would only start lagging after someone left otherwise
Another which checks what a user typed in order to distinguish if they typed one of the commands (-ally all, etc.). I dont think it can be this one either, because I've since had people help me test, told everyone to not type a chat message, and still even without any of MY player based events firing, this weird problem persists.
In the mod, I have no idea, but I cant disable or remove triggers from the mod library anyways, so theres no point in me checking into it :(
All I know is I am eagerly awaiting the day that I can disable the Hostile Sleeping trigger! It causes EXTREME amounts of lag with lots of hostiles.
If you dont believe me, do what I did and make a fresh map only using the mod, place a hero in the middle, 1000 neutrals closeish to the hero, and watch the trigger debugger. You will see that the sleeping trigger already lags the game several full seconds, before even a minute has passed. I think this is because the hostile sleep trigger MUST have a "unit is attacked" event or something similar (these cause lots of lag from what I've tested in other maps i've developed) because when you attack a sleeping hostile, or you attack a sleeping hostile near another sleeping hostile, they both know to wake up.
Note: I understand why Renee would believe that theres no lag being generated from the mod, but notice that the Lost Temple map only has 4 players (My map now supports up to 10) and that lost temple has maybe 75 hostile units on the map in total, whereas my map now has over 750. Lost temple has very little amount of processing done in both reguards where the mod causes lag: When there are a large amount of players in the game (Lost temple has 4 players, so it makes sense that it doesnt lag because my map using the mod with 4 players won't either) or when there are a large amount of hostiles in the game (Lost Temple has about 1/10 my hostile count, so very few units are being issued to sleep, wake up, and very few units are "checking" if they should be woken up on every time a unit attacks another unit). If I am wrong and this is not an "a unit is attacked" event, than I'd really like to know what type of event it is, because I'm not sure how else it could be done
Edit:
After testing, I have discovered that if you use this mod with any map that supports a large amount of players, as well as contains a large amount of hostiles (without any way to disable wake/sleep) that the map will lag. This occurs even when there are NO warcraft 3 trees on the map, NO custom data, NO custom triggers, but just the mod's data, multiple player slots open, and a crap ton of hostiles.
and a crap ton of hostiles but only 4 players doesnt lag? how are hostiles done in the mod? what buffs do they have? what triggers are involved? any autocast abilities?
if the hostiles run alot of triggers those triggers must be synchronized with all players, that might make sense but i dunno for sure. you can destroy triggers of the mod with TriggerDestroy() (just search here to find how to use it properly)
For those that know a lot about inefficiencies in Starcraft 2 Mods and would like to help me find them inside of the mod so I can fix them myself in my map, please skip to the bottom of the post. The rest of this is just explaining how I've been testing with ONLY the mod, therefore the mod must be the thing generating the lag, as well as how I've came to that conclusion.
For my last post, I was referring to lag only at the beginning of the game. There are still (although much less now after several hours of me looking at the actors from the mod) some memory leaks which builds up lag over time, but what I meant was:
A crap ton of hostiles but only 4 players gives no lag (at the start) but no matter how many players are in the game, after an hour and a bit, the lag really kicks in due to memory leaks in the mod (I've fixed one of the memory leaks from the mod manually, thank you again for showing me how to put a timer on an actor to destroy it)
But, A crap ton of hostiles with 10 players in the game will generate noticeable lag at the start, and the lag starts to "really kick in" after only 30-40 minutes, instead of over an hour. Note also, that when I say a crap ton of hostiles, I mean they are spread out across the map.
The 4'th paragraph down on my last post differed because I had all of the hostiles very close to the hero, instead of spread out across a large map, and I did the test just to confirm that the lag is purely coming from the mod.
Also, Im not sure exactly how hostiles are done in the mod. Theres so many triggers, and references to user types, data types, variables in other areas, etc. that it becomes hard for me to track everything down, especially because this is the first time i've ever used a mod.
Update:
After tracking things down for a while I've found that every hosile that sleeps has a "CreepUnitTriggerNotice" behavior, and the sleeping behavior (as well as other NECESSARY behaviors i will need such as giving the creep a "Unit Takes Damage" event to handle when to give experience - note that this seems inefficient, because this event could be changed to "Unit dies" instead, seeing as no gold or experience is given until the unit is dead... but I cannot change this trigger :(... anyways) are applied to ALL units which have this behavior active, with 2 events: one at map initialization, and one at when "CreepTriggerNotice" becomes active.
After tracking this down I now realize that I require to CHANGE the triggers in the mod, not Destroy them because all of the things that have to do with neutrals including sleeping seem to all be related and placed in the same function. Im not 100% sure about this cause there are hundreds of files seperated in dozens of folders, and I get lost easily when trying to track this down..
Other than that, I cannot say much about the mod other than I've for sure at this point identified that the mod is the culprit not my map, so if anyone has any ideas at all, please make sure they are referring to the mod in some way (Tell me which behavior to delete or trigger to remove because I can guarentee at this point after dozens of hours testing the mod ALONE that the mod is generating the lag) Thats kinda why I posted this here instead of in a different section. The lag comes from the MOD the way I use it, because I have far more going on than Lost Temple does, and if anyone were to remake an 8 player melee map using the mod, and place 700 neutrals on the map (i know its an unrealistic amount for a melee map but this is proof of concept) that the map WILL indeed lag, just like my map does. Then when you go back to Lost Temple, you will be baffled how the lag the mod generates can fluctuate from such simple things as having lots of hostile units, or having lots of players.
So make sure your solution SPECIFICALLY references something of the mod, because I will test your suggestion on the MOD ONLY, not on MY map, seeing as all of the testing I have done confirms that the mod is the generator of the lag.
At this point I cannot really work on my map any longer until the mod has some memory leaks cleaned up (I notice that the newest version of the mod still has the memory leak inside of the projectiles, so MY map actually runs FASTER than the MOD alone does, simply because I removed this memory leak in my map), until I have a way of disabling ONLY the sleep/wake cycle of hostiles, or until the mod has less "player based events" (given that that last point is actually a problem, IDK).
Quote:
TL;DR: Continue reading here
For those who know a lot about inefficiencies in Starcraft 2 Maps and Mods:
Can someone download the mod, and let me know of any inefficiencies I can remove myself that Renee wouldn't have to do manually (seeing as Lost Temple has such low processing required, there no lag issues in that map).
I would be greatly appreciated if someone could do this, and if lots of effort is given (I've spent over 20 hours now in the past 2 weeks searching through the mod's libraries and data looking for more leaks and inefficiencies..), I will even give you credit on the loading screen, as well as the help (which would be located right under my acknowledgement to Renee for using the mod)
I would spend another 20 hours looking through all of the mod's actors, and triggers but I have final exams right now and I just dont have the time to spare to do this. It sucks because I recieve dozens of messages a day on Starcraft 2 about how the map gets laggy with a full house, and how the lag gets worse over time, and at this point I simply paste them a message about how the lag comes from the mod I use and it cannot be fixed until the mod is optimized, or I can remove some specific things from the mod. Thank you!
I would just like to point out that it is coming off as though you are attacking the mod. Renee spent a lot of time creating this to work exactly like the WC3 gameplay, and is allowing anyone to use it for free. If you can specifically point out where inefficiencies are, and how to fix them while maintaining the integrity of the mod; I am sure she would love to hear them.
Also keep in mind that hero work has clearly saved you hundreds of hours of your own work, and that I am sure she will continue to support her mod and improve it as time goes on. Try not to target your anger towards the mod itself :D
that said, if you firmly believe that sleep cycles are the major problem in your map; just remove them. Remove the day/night cycle as a whole. Or remove the sleep behaviors from all units; so that the sleep trigger simply does not fire.
You are leaking data. Deleting objects will not make the problem go away. Unit count will not make the problem go away. The reason the lag is worse with more players, is because more players are creating more data, are leaking more data. I would highly suggest searching for behaviors which may be stacking. From personal testing, if you have ~8000 buffs in the entire game, you will experience lag. If your attributes are considered buffs, then there are 150 per player. Each buff applied by items, bam, more buffs. Auras? buffs. All of the buffs that exist on neutral creep alreadyXcreep count=lots of buffs.
I am sure it is not entirely buff related, but given the unit count, I am pretty sure that they are playing a role somewhere along the lines. On my rather decent computer, 8000 buffs=i notice lag, 15,000=i am forced to quit. So if your map is generating just 4000 buffs, and there is lag from other sources as well, it is going to be visible in a large game.
Sorry, I in no way intent to attack the mod nor Renee. The mod is amazing, and I am infinitely greatful towards Renee for such an amazing creation it as clearly had an enormous amount of work put into it, It will help create tons of maps in a Warcraft 3 Setting that just would not otherwise be possible, and my newest map wouldn't at all be possible without the mod.
I'm just extremely stressed out with exams and everything and I know that is no excuse towards if my post came out negatively, and if it is offensive in any way I appologize. I was trying to emphasize for future replies, that they shouldn't tell me to look at my own triggers or data, because the testing I was doing was solely on the mod, and I wanted to make sure I got that point across.
I will remove the day/night cycle and test it out, but as far as I can see, the amount of buffs occuring on the map should be quite lower than 8000.
Once again Im sorry if my previous posts have shown some negativity. I love the mod, I love the features it provides, I love how theres going to be a surge in Warcraft Based maps on the Arcade ALL because of Renee's hard work, and I know that my large amount of stress coupled with a lack of sleep shouldn't be backlashing onto the community like this, and I will be sure that I am far more careful with my wording, as well as my attitude from here on out when I post on the forums.
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Hello, NOTE: The lag only occurs as time goes on. There can be 1000 units on the map and it will have no lag to start, but if there are even 400 units on the map after 45 mintues the lag is unbearable. There are NO errors or warnings being logged either. Thats the tl;dr part. Now here are the strategies I've tried, and why I've pinpointed that the lag isn't coming from my map. The question about the War3 Mod itself is located at the bottom, the first bit of stuff is about map optimization in general and things i've tried.
To preface, I will mention the name of my map which is simply called ORPG Alpha for now until the lag issue is fixed, and it uses the War3 Mod (GA) which leads me into what I have to say next: In my map, I have almost no triggers and the ones I do have are not commonly occuring ones (unit is attacked, periodics such as every 1 second, etc). Rather, the most resource consuming triggers I have are 2 triggers that fire upon unit death events, and run generally short actions. All of my triggers only fire on very rare events, and when I remove all of MY triggers and test my map, the lag is still there.
Basically, what I would like to know: are there any optimizations I could make for my map?
People enjoy playing it a LOT but everyone ends up leaving after an hour due to the lag becomming unbearable. I have spent several hours now trying to optimize things in the data editor as much as I can such as: making sure that things die with non-negative time values in the editor make aura abilities fire less often and a few other things
But the lag was barely fixed, and it seems that I could have 1000 units on the map off the start of the game, and have NO lag, but after 45 minutes of being in the game if there are over 400 units (less than HALF of what there used to be...) that the game lags so hard everyone must leave because noone can do anything.
If there are any other optimizations please someone let me know
I am just wondering if the mod has any sort of optimizations that can be specified for the mod? I have only 100 Warcraft 3 trees (and they all have a crap ton of resources) since I know that is a potential source of lag, but I'm finding that the mod is getting unbearably laggy. I have old maps that could support up to 1600 units before lagging started to happen.
Types of optimizations I mean such as: Somehow giving map makers such as myself access to deleting a LARGE amount of the trigger libraries in the mod that are unnecessary for use in my map Having some very short amount of documentation on which triggers do a lot of processing (and are the lag causers) so that mapmakers can exclude triggers that will cause lag.
Also, does ANYBODY have any ideas WHY the lag gets bad after only almost an hour, with a fraction of the units on the map and nothing occuring? If i leave it for 2 hours the lag gets worse even though not a single event is occuring
All help is greatly appreciated :) I'll have to cease development on my map for the time being due to the lag. The map is fun for 45 minutes to an hour but then it becomes lag city.
i doubt the mod is the issue, if it is a build-up over time.
If you are wondering if triggers are the issue, you can run the game from the editor with the trigger debugger open, to see which triggers are using the most resources.
In you game, do you have a lot of data going on? abilities, buffs, stat points, auras, ect? Something as simple as stat points can add up to lag over the course of a game.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Yeah, the only period trigger in the mod is the trigger to set the animation of the TOD clock, and this trigger only fires per 5 seconds and does nothing other than play animations. And this trigger doesn't even true fire periodic, it's a single thread that wait-loop per 5 seconds.
To be fair, the sample map of the map contains nearly ten thousands of units.(they are all trees). And it doesn't seems to have a built-up issue(if you pc is capable to play the map at the start)
It would be good to try the step suggested by GlornII.
Still it's a good suggestion to create a thread about all trigger of the mod. I will add it to the backlist. The trigger that would consume more resource would be the trigger of the control magic spell. Because it need to track the life changes of the summoned unit while you turned the ability's target mode on. But I don't think you map is so happened to heavily used this ability?
Also, does you map always produce new type of units? That can be issue on preload. Or if you map would always summon summoned units?
I do not have much data going on at all in this map compared to other maps I've made. all of the abilities, auras, and almost every buff is straight from the mod, and I don't do too much else on top of it. I am currently testing the map with the trigger debugger open though, and i will edit this post with results at the end. Also, in my map players are able to build a base and any standard warcraft 3 building, and I also allow players to summon if they pick a vanilla warcraft hero that has a summon. The map has a respawn mechanism that allows players to block respawns, so the map has less units towards the end of the game (ive tested with all freelancers who can not build units), but im still noticing the same thing.
Use Trigger Debug Window when you test it locally.
It would help a lot it is caused by trigger.
I've experienced similar problems with lag occurring as my games progress. My problem was that there were many actors that weren't being destroyed properly. In my case, there were sound effect actors that I'd forgotten to add the "sound done" -> "destroy" actor events, as well as some site attachment actors. Over time, they were building up and causing massive lag, and they'd even get to the point where no new actors were being created.
I'd suggest playing a game into the late stages via Test Document, and then typing "actordumplive" into chat. This will give you a list of actors that are still currently alive, deposited into the "alerts" folder for SC2. It's kind of dull to sift through, but if you find large numbers of actors that shouldn't be there, that may be your problem.
Here's a link to the Blizz tutorial thing on "actor cheats" that shows other ways to get actor info.
http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/actor/
Good luck!
@rutegar: Go
When i tried doing an actor dump with the 750 starting units, the game logs 1 actor a MINUTE, so it would take a full day for this full list to print out so I will not be doing this. Also, my game crashed when i had trigger debugging open last night so i will try again now and leave it in the background killing mobs while I study for my final exam tommorrow i guess. I shall post results I find later
Okay so I did 2 tests: One using my map, another using just the mod. I did a test using the trigger debugger on my current map so theres no way it can be some kind of broken piece of data at this point. I also noticed that after running the map for an hour, the top 5 most ran triggers are from the MOD, and all of mine run in a FRACTION of the time. It seems that the culprit may have something to do with the fact that I have 750 hostile creep that enter and leave sleep cycles. I think this because the "wakeup" trigger function had 100,000 milliseconds of run time, whereas the rest of the triggers had a COMBINED runtime of 10,000.
Could it have to do with the fact that I use the mod on a 256x256 map as well? or would it just be from the amount of neutrals?
I tested the mod on a NEW MAP with JUST the mod data in it, added about 1000 neutrals, ONE trigger that issues 20 minutes in to create more units (and it ran in less than 5 miliseconds) NO custom data, no ANYTHING of my own besides a blank desert, and the exact same lag problem tends to appear over time still, so this really leads me to think that its not my map, rather maybe the fact that having 750 neutrals sleeping and waking up is causing lag
The weird thing is it feels like a memory leak of some sort. Otherwise it makes no sense that the lag only gets worse with time. Is there a way I can disable the sleep cycle for creeps? I'm hoping once I do this that the maps lag is reduced dramatically.
Also, I typed the actordumplive command and it took over 2 hours to log everything. The end result is a 2500 page file with over 1 million words in it. This is impossible to really get a good idea of what is going on.
Edit: And if its not the mod then maybe it is my version of the editor. I will try reinstalling but If I get the same results as before, I will have to abandon this project altogether which is a shame because it has had extremely positive feedback for every aspect besides the lag. Ill try adding an ActorDestruction - Destroy, and ActorOrphan - Destroy events to the War3_SwapableMissileAttackImpactModel ill post what i find later.
As for the actor dump, I skimmed through some random pages, and I will copy and paste some of the very commonly occuring things I found: Keep in mind this is from the file that was ONLY running the mod files, and I had NO data I edited myself within.
CActorModel[War3_SwapableMissileAttackImpactModel] B[P 105.85 94.16 16.17 R.F 0.51 0.85 -0.09 R.U 0.05 0.08 1.00] Host[0x1692000E 5778.14 nogo] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Soft Attach[157] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [18af 6]
From what I've noticed, there are AT LEAST 500 pages (1/4 of the full log file) make references to this ActorModel (When i did the dummy print, there were EXACTLY ZERO units on the map fighting, or shooting missiles or anything, and just a few hundered alive standing around doing nothing)
Then, another 1400 pages of the text show these:
USER 49589 3099.313 3099.360 [ 631 1] Scope[Effect, Effect] B[P 193.00 152.00 15.99 R.F -0.66 0.75 -0.00]
USER 49589 3099.313 3099.360 [ ab6 2] Scope[Udre1, Effect] B[P 137.33 72.39 15.99 R.F 0.87 -0.50 -0.00]
USER 49589 3099.313 3099.360 [ 2f0b 23] Scope[nogo1, Effect] B[P 138.95 71.46 16.00 R.F -0.87 0.50 -0.00]
USER 49589 3099.313 3099.360 [ ab7 2] Scope[Effect, Effect] B[P 137.33 72.39 15.99 R.F 0.87 -0.50 -0.00]
USER 49589 3099.313 3099.360 [ 2ecb 14] Scope[tst2, Effect] B[P 131.13 74.25 15.99] (This is the only one I can clearly tell that it is a tome of strength + 2
These 2 message types are mixed in together throughout the log file, and account for about 2000 pages worth of actor data. I think this goes to show that maybe theres some bug with some hostile creeps or something in the mod, but not the ones displayed in Lost Temple I guess because I use almost every hostile creep unit available in the mod.
Ill try adding an ActorDestruction - Destroy, and ActorOrphan - Destroy events to the War3_SwapableMissileAttackImpactModel ill post what i find later.
I tested your game, and yeah, it does get laggy over time. Leaking missile animations could be a thing, considering an army of archers for everyone seemed to do the trick. There was nothing really lag-enducing that i saw. the way the lag built up; I really wouldnt think it is a trigger related thing, unless you are running a trigger often enough that it would create smooth lag, opposed to lag spiked. Maybe the healthbar updates for the heroes; depending how frequently they updated the dialog. They could cause a build up of lag if executed poorly.
Really though, i am pretty sure the lag experienced is cause by leaks. Just for a reference, I ran the check on my game, with, idk... only like 100 or so units, all different units, and it only took me about 5 seconds for them all to load and return their data.
A good command you can use after a while of playing is "ActorDumpLeakRisks" it returns actors which have existed for a long time. Normal things to see on this list will be units, or items on the ground, trees, ECT. You should try it after a few min of gameplay; then try it again after playing for a while. The list should be about the same length. if the list later on is exponentially longer (say the first list is 20 pages long, and the 2nd list is 30 pages long, or 100, whatever) then what you have are leaks.
**Edit
forgot to mention, that in your game, i had my items stripped from me every few minutes; other players reported it too. do you have any idea how stupid it is to fight a boss, get some loot, then have it go poof? ...8 times? I was by far stronger at level 6 than at 10+2.
That said, all of the generic wc3 units plopped on a map fighting each other=highly ranked sc2 game. Like, base value unit, plopped on a map, with the genaric items also plopped on said map. God does SC2 suck compared to wc3. Anyway, not a bad game for sc2, hopefully when you get your issues fixed you can add some content.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Hello,
The items being stripped was a glitch due to a trigger I had added and i forgot to test publicly. I have fixed it, as well as a couple other bugs some of my testers found, but i wont be editing my map further until my exam is finished tommorrow. After which I will also continue testing to try and determine where the lag is coming from.
There are also quite a few custom items already that drop, and theres also set items im adding, as well as multiple pages of crafting items. These are features that will come if and only if the lag becomes tolerable. It seems that having a way to disable the hostiles from waking and sleeping up will reduce the amount of lag possibly due to the results I posted previously. The mod runs fine with thousands of faction units that do not sleep, but when swarmed thousands of hostiles sleeping and waking up over time it seems to becomes an issue.
I lied! I decided to run test again while taking a study break, and If the lag is not being generated from the sleep and wake triggers, then I found what must be the culprit. When I run EITHER my map ORPG Alpha, OR the custom map i made that ONLY uses the mod, and I wait over time, then print out the actor logs, the logs are almost completely identical for what is happening as time goes on (I ignore the initialization of the doodads because both my RPG map, and the blank one using the mod lag anyways when i have lots of neutrals and some die over time). So what I post following this are the ONLY actors that are NOT common to both files (The ones I posted earlier):
CActorModel[War3_SwapableMissileAttackImpactModel] B[P 144.87 99.41 16.57 R.F -1.00 -0.10 -0.01 R.U -0.01 -0.00 1.00] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] FOW[Color 85,0,0,0; Shader 0] Vis[0] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [18ce 22] CActorModel[War3_SwapableMissileAttackImpactModel] B[P 144.97 99.72 16.60 R.F -0.99 -0.10 -0.02 R.U -0.02 -0.00 1.00] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] FOW[Color 85,0,0,0; Shader 0] Vis[0] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [118f 26] CActorModel[War3_SwapableMissileAttackImpactModel] B[P 144.90 99.55 16.42 R.F -0.99 -0.10 -0.01 R.U -0.01 -0.00 1.00] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] FOW[Color 85,0,0,0; Shader 0] Vis[0] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [ 1870 6] Scope[nogl, Unit] B[P 142.68 93.22 16.00 R.F -0.74 0.67 -0.00] USER 49589 3099.313 3099.360 [196e 29] CActorModel[War3_SwapableMissileAttackImpactModel] B[P 142.49 93.67 16.87 R.F -1.00 0.06 -0.02 R.U -0.02 0.00 1.00] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] FOW[Color 85,0,0,0; Shader 0] Vis[0] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [171e 4b] CActorModel[War3_SwapableMissileAttackImpactModel] B[P 142.31 93.24 16.02 R.F -1.00 0.07 -0.00] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] FOW[Color 85,0,0,0; Shader 0] Vis[0] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [162f 18] CActorModel[War3_SwapableMissileAttackImpactModel] B[P 142.13 93.38 16.70 R.F -1.00 0.07 -0.02 R.U -0.02 0.00 1.00] SiteOps[SOpAttachHarness SOpAttachVolumeStandard] Model[Udre1LM] m3[InvisibleUnit] Radii[Contact 0.39 Vis 1.56] FOW[Color 85,0,0,0; Shader 0] Vis[0] Scale[User 1.00][Local 0.78][World 0.78] USER 49589 3099.313 3099.360 [1a3a 1f]
I also tried adding an "Actor Destruction -> Destroy" and "Actor Orphan -> Destroy" events to the War3_SwapableMissileAttackImpactModel, but it never seems to get passed to the destroy OR to the orphan (even thought I have no idea what orphan is i saw it somewhere and it worked to fix a memory leak in a previous map). This leads me to some suspicion that the War3_SwapableMissileAttackImpactModel actor will NEVER be removed from the game, becasue when i test a THIRD time, this time taking a dummy snapshot about 10 minutes into fighting in a game, I start to see SOME of these War3_SwapableMissileAttackImpactModel actors in the file, but not as many as when i let the game run for an hour.
Then this leads me to my next question: HOW DO I FORCE THE REMOVAL OF OLD ACTORS? I've looked for some kind of garbage collection but couldn't find any. If I cannot do that then can someone please tell me a simple way to kill all actors of a type? Then I will just remove wall War3_SwapableMissileAttackImpactModel from the game every 10 mintues and it should hopefully give absolutely no lag after if my reasoning is right
Edit: OR, how can I add a timeout on that specific actor such that if the actor is alive for more than... say 10 seconds (since its a missile impact it shouldn't even last that long..) using the events? I've spent a couple hours in the past trying to get a timer to work in events to do something else, but I couldn't get it to work so if someone gave me the actual words of the events and terms it would be helpful :D
pretty simple to set up a timer:
actor creation - set timer
timer elapsed - destroy
you can also send messages or signals to all actors with triggers. you could add:
Signal* garbage - destroy to the actors
so you could periodically send the signal garbage to all actors
it's not a good solution but an answer to your question. a good solution would include a destruction whenever it is not needed anymore.
@FunkyUserName: Go
THANK YOU FUNKY!! It appears that it must have been the actor from the mod as i expected, and not anything in particular in my map because adding that timer reduced lag by about 50% meaning the lag is actually somewhat tolerable now!
Once I figure out how to disable hostile creep from sleeping and waking up, the map should run even more smoothly!
I've also noticed over the last few days that the number of players playing greatly affects the lag. The only thing I do that depends on the number of players is have a variable that holds their hero when they select it, so Im quite sure that its not dependant on my map. If its just me or 1-2 other players, the game is extremely smooth as it should be. With 4-7 people in the lobby, the game is very smooth, but there is the occasional "chop" that is noticed. Note that this is not a frames per second "chop" because it occurs even with a stable framerate of 75.
What does the mod do to initialize data based on the number of players, and is anything that does this able to get disabled? If it is not the mod and it is my map somehow (i dont think it is though, i've published 5 maps now on arcade and none of them have this similar behaviour, yet in all of my other maps I do a lot more with storing data for players such as having an array for each player). Anyone have any ideas why the mod may be doing this?
synchronisation between players, i would assume. how many player based events are registered?
@FunkyUserName: Go
In my map, just two: One which checks if a player left the game so it can remove all of that player's units from the game. It cant be this one because the game would only start lagging after someone left otherwise Another which checks what a user typed in order to distinguish if they typed one of the commands (-ally all, etc.). I dont think it can be this one either, because I've since had people help me test, told everyone to not type a chat message, and still even without any of MY player based events firing, this weird problem persists.
In the mod, I have no idea, but I cant disable or remove triggers from the mod library anyways, so theres no point in me checking into it :(
All I know is I am eagerly awaiting the day that I can disable the Hostile Sleeping trigger! It causes EXTREME amounts of lag with lots of hostiles.
If you dont believe me, do what I did and make a fresh map only using the mod, place a hero in the middle, 1000 neutrals closeish to the hero, and watch the trigger debugger. You will see that the sleeping trigger already lags the game several full seconds, before even a minute has passed. I think this is because the hostile sleep trigger MUST have a "unit is attacked" event or something similar (these cause lots of lag from what I've tested in other maps i've developed) because when you attack a sleeping hostile, or you attack a sleeping hostile near another sleeping hostile, they both know to wake up.
Note: I understand why Renee would believe that theres no lag being generated from the mod, but notice that the Lost Temple map only has 4 players (My map now supports up to 10) and that lost temple has maybe 75 hostile units on the map in total, whereas my map now has over 750. Lost temple has very little amount of processing done in both reguards where the mod causes lag: When there are a large amount of players in the game (Lost temple has 4 players, so it makes sense that it doesnt lag because my map using the mod with 4 players won't either) or when there are a large amount of hostiles in the game (Lost Temple has about 1/10 my hostile count, so very few units are being issued to sleep, wake up, and very few units are "checking" if they should be woken up on every time a unit attacks another unit). If I am wrong and this is not an "a unit is attacked" event, than I'd really like to know what type of event it is, because I'm not sure how else it could be done
Edit: After testing, I have discovered that if you use this mod with any map that supports a large amount of players, as well as contains a large amount of hostiles (without any way to disable wake/sleep) that the map will lag. This occurs even when there are NO warcraft 3 trees on the map, NO custom data, NO custom triggers, but just the mod's data, multiple player slots open, and a crap ton of hostiles.
and a crap ton of hostiles but only 4 players doesnt lag? how are hostiles done in the mod? what buffs do they have? what triggers are involved? any autocast abilities?
if the hostiles run alot of triggers those triggers must be synchronized with all players, that might make sense but i dunno for sure. you can destroy triggers of the mod with TriggerDestroy() (just search here to find how to use it properly)
For those that know a lot about inefficiencies in Starcraft 2 Mods and would like to help me find them inside of the mod so I can fix them myself in my map, please skip to the bottom of the post. The rest of this is just explaining how I've been testing with ONLY the mod, therefore the mod must be the thing generating the lag, as well as how I've came to that conclusion.
For my last post, I was referring to lag only at the beginning of the game. There are still (although much less now after several hours of me looking at the actors from the mod) some memory leaks which builds up lag over time, but what I meant was:
A crap ton of hostiles but only 4 players gives no lag (at the start) but no matter how many players are in the game, after an hour and a bit, the lag really kicks in due to memory leaks in the mod (I've fixed one of the memory leaks from the mod manually, thank you again for showing me how to put a timer on an actor to destroy it)
But, A crap ton of hostiles with 10 players in the game will generate noticeable lag at the start, and the lag starts to "really kick in" after only 30-40 minutes, instead of over an hour. Note also, that when I say a crap ton of hostiles, I mean they are spread out across the map.
The 4'th paragraph down on my last post differed because I had all of the hostiles very close to the hero, instead of spread out across a large map, and I did the test just to confirm that the lag is purely coming from the mod.
Also, Im not sure exactly how hostiles are done in the mod. Theres so many triggers, and references to user types, data types, variables in other areas, etc. that it becomes hard for me to track everything down, especially because this is the first time i've ever used a mod.
Update: After tracking things down for a while I've found that every hosile that sleeps has a "CreepUnitTriggerNotice" behavior, and the sleeping behavior (as well as other NECESSARY behaviors i will need such as giving the creep a "Unit Takes Damage" event to handle when to give experience - note that this seems inefficient, because this event could be changed to "Unit dies" instead, seeing as no gold or experience is given until the unit is dead... but I cannot change this trigger :(... anyways) are applied to ALL units which have this behavior active, with 2 events: one at map initialization, and one at when "CreepTriggerNotice" becomes active.
After tracking this down I now realize that I require to CHANGE the triggers in the mod, not Destroy them because all of the things that have to do with neutrals including sleeping seem to all be related and placed in the same function. Im not 100% sure about this cause there are hundreds of files seperated in dozens of folders, and I get lost easily when trying to track this down..
Other than that, I cannot say much about the mod other than I've for sure at this point identified that the mod is the culprit not my map, so if anyone has any ideas at all, please make sure they are referring to the mod in some way (Tell me which behavior to delete or trigger to remove because I can guarentee at this point after dozens of hours testing the mod ALONE that the mod is generating the lag) Thats kinda why I posted this here instead of in a different section. The lag comes from the MOD the way I use it, because I have far more going on than Lost Temple does, and if anyone were to remake an 8 player melee map using the mod, and place 700 neutrals on the map (i know its an unrealistic amount for a melee map but this is proof of concept) that the map WILL indeed lag, just like my map does. Then when you go back to Lost Temple, you will be baffled how the lag the mod generates can fluctuate from such simple things as having lots of hostile units, or having lots of players.
So make sure your solution SPECIFICALLY references something of the mod, because I will test your suggestion on the MOD ONLY, not on MY map, seeing as all of the testing I have done confirms that the mod is the generator of the lag.
At this point I cannot really work on my map any longer until the mod has some memory leaks cleaned up (I notice that the newest version of the mod still has the memory leak inside of the projectiles, so MY map actually runs FASTER than the MOD alone does, simply because I removed this memory leak in my map), until I have a way of disabling ONLY the sleep/wake cycle of hostiles, or until the mod has less "player based events" (given that that last point is actually a problem, IDK).
Can someone download the mod, and let me know of any inefficiencies I can remove myself that Renee wouldn't have to do manually (seeing as Lost Temple has such low processing required, there no lag issues in that map).
I would be greatly appreciated if someone could do this, and if lots of effort is given (I've spent over 20 hours now in the past 2 weeks searching through the mod's libraries and data looking for more leaks and inefficiencies..), I will even give you credit on the loading screen, as well as the help (which would be located right under my acknowledgement to Renee for using the mod)
I would spend another 20 hours looking through all of the mod's actors, and triggers but I have final exams right now and I just dont have the time to spare to do this. It sucks because I recieve dozens of messages a day on Starcraft 2 about how the map gets laggy with a full house, and how the lag gets worse over time, and at this point I simply paste them a message about how the lag comes from the mod I use and it cannot be fixed until the mod is optimized, or I can remove some specific things from the mod. Thank you!
I would just like to point out that it is coming off as though you are attacking the mod. Renee spent a lot of time creating this to work exactly like the WC3 gameplay, and is allowing anyone to use it for free. If you can specifically point out where inefficiencies are, and how to fix them while maintaining the integrity of the mod; I am sure she would love to hear them.
Also keep in mind that hero work has clearly saved you hundreds of hours of your own work, and that I am sure she will continue to support her mod and improve it as time goes on. Try not to target your anger towards the mod itself :D
that said, if you firmly believe that sleep cycles are the major problem in your map; just remove them. Remove the day/night cycle as a whole. Or remove the sleep behaviors from all units; so that the sleep trigger simply does not fire.
You are leaking data. Deleting objects will not make the problem go away. Unit count will not make the problem go away. The reason the lag is worse with more players, is because more players are creating more data, are leaking more data. I would highly suggest searching for behaviors which may be stacking. From personal testing, if you have ~8000 buffs in the entire game, you will experience lag. If your attributes are considered buffs, then there are 150 per player. Each buff applied by items, bam, more buffs. Auras? buffs. All of the buffs that exist on neutral creep alreadyXcreep count=lots of buffs.
I am sure it is not entirely buff related, but given the unit count, I am pretty sure that they are playing a role somewhere along the lines. On my rather decent computer, 8000 buffs=i notice lag, 15,000=i am forced to quit. So if your map is generating just 4000 buffs, and there is lag from other sources as well, it is going to be visible in a large game.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
@GlornII: Go
Sorry, I in no way intent to attack the mod nor Renee. The mod is amazing, and I am infinitely greatful towards Renee for such an amazing creation it as clearly had an enormous amount of work put into it, It will help create tons of maps in a Warcraft 3 Setting that just would not otherwise be possible, and my newest map wouldn't at all be possible without the mod.
I'm just extremely stressed out with exams and everything and I know that is no excuse towards if my post came out negatively, and if it is offensive in any way I appologize. I was trying to emphasize for future replies, that they shouldn't tell me to look at my own triggers or data, because the testing I was doing was solely on the mod, and I wanted to make sure I got that point across.
I will remove the day/night cycle and test it out, but as far as I can see, the amount of buffs occuring on the map should be quite lower than 8000.
Once again Im sorry if my previous posts have shown some negativity. I love the mod, I love the features it provides, I love how theres going to be a surge in Warcraft Based maps on the Arcade ALL because of Renee's hard work, and I know that my large amount of stress coupled with a lack of sleep shouldn't be backlashing onto the community like this, and I will be sure that I am far more careful with my wording, as well as my attitude from here on out when I post on the forums.