Changing the weapons to non-instant did not decrease the lag by any noticeable amount.
I am certain it is the view distance because I can turn the camera straight down and get about 40-50 fps, but if I turn the camera over the landscape it goes to about 15 or less fps. I also have my own third person system and have experimented quite a bit with this, and turning the view distance down / enabling far clip helps tremendously.
Hmm. Alright, so you just want a custom action like "Add FarClip to camera"? Or something like that? What distance would you recommend for the far clip? At what point does it become 'too much'? And thanks for trying the Instant Bullets. Version 8 will make them a little easier on people's computers, just in case.
Sorry for asking so many questions, but I can't really reproduce the slowdowns. Nobody can tell me what to change to reduce stuttering and whatnot better than the person experiencing it.
Yes, either add far clip to camera or make the map as small as the actual terrain you have there, that way it doesn't have to load all the unused terrain. A far clip I'd recommend would be somewhere from 50-70, that should increase FPS to a playable rate.
I made the terrain smaller. However, for people to be able to use this system as they wish, I will also add the option to turn farclip on or off.
Temporarily, so you cna test more extensively, you could always do this yourself via the trigger editor. It should allow you to test version 7 properly.
ive figuared out the probleme with the lag and how lowering yah settings makes it faster. your system is trying to load terrain caculations and the terrain itself thats why i can play on high when on flast terrain and low on a terrain with heaps of people shooting and with lots of terrain variation. Another is you see too much of the terrain. so try to put a fog or somthing so it stops you seeing because its loading unseen terrain as well as seen terrain so yah :D.
For my pysics map you need to turn on the trigger called loop and turn off the trigger in the folder called loop new cause i was reworking the triggers to make a better system.
You should look at the last few posts :P. Sephiex already made that discovery, but thanks for taking the time anyway. I can't tell which trigger is which in your system. Every trigger has no name and all values have been replaced with <No Value>, almost as if it's been protected.
Has anybody found anything else that's bugged, or thought of anything to be added, besides the farclip?
[Edit]: GAH Damn you Blizzard! I did the update for patch 16 and sure enough, they finally locked me out of the Galaxy Editor. I will be grabbing the game first thing on the day of release. Until then, I think my modding days are at a standstill.
Okay guys, I'm back in business. Just got home with the game, and I will be working for the next little while on simply making everything work again (some changes from the beta messed some things up)
I'm looking forward to your next release. BTW, does this work on 1.0 released version of StarCraft II, or should I just wait till your next map release?
I am currently working (in between bouts of actually PLAYING SC2) on making it compatible with the full retail release. I think I've bnearly got it now, there are a few bugs left to root out and fix. Within a few days a new version should be up and running. The version currently uploaded may work or may not. If nothing else, you'll see a ton of bugs, dialogs won't line up, and so on. Sorry its taking so long guys.
Alright everybody, version eight has arrived! It works with the retail version of the game now, so sink your teeth in! I realize there are still a few major bugs in there, caused by the beta-retail switch, but only one seems to really affect gameplay, so I figured it was good enough to post so people can at least try the darn system again. Please leave feedback!
The map was made smaller in version 8 to try and reduce the lag. Let me know if it worked.
I love this system! Nice work and keep it up. I have a few questions. I can't figure out how to only use one squad member. Also is this capable of handling multiple human players?
Thank you! Yes, it handles up to 14 human players (not sure how much sc2 itself can hold).
As for using only one squad member: it is possible using this system, but you will receive some errors and the game has trouble initializing. I am workiggn on simplifying that. For the time being you could simply disable the Squad switch feature through the action: "Change Squad Switch Control" and setting it to no key.
Sorry about that :(. This is one of those issues that seems to have cropped up between beta and retail..
[Edit]: You could also just kill off the squad mates you don't want after the user has gone through the initial loadout dialog.
Thought I'd give a little update to keep this thread alive. Version 9 is coming along quite well. It's nearly bug-free now and a few cosmetic additions have been made. The terrain has also been redone to provide a more pleasurable demo experience.
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@wingednosering: Go
Changing the weapons to non-instant did not decrease the lag by any noticeable amount.
I am certain it is the view distance because I can turn the camera straight down and get about 40-50 fps, but if I turn the camera over the landscape it goes to about 15 or less fps. I also have my own third person system and have experimented quite a bit with this, and turning the view distance down / enabling far clip helps tremendously.
Hmm. Alright, so you just want a custom action like "Add FarClip to camera"? Or something like that? What distance would you recommend for the far clip? At what point does it become 'too much'? And thanks for trying the Instant Bullets. Version 8 will make them a little easier on people's computers, just in case.
Sorry for asking so many questions, but I can't really reproduce the slowdowns. Nobody can tell me what to change to reduce stuttering and whatnot better than the person experiencing it.
Yes, either add far clip to camera or make the map as small as the actual terrain you have there, that way it doesn't have to load all the unused terrain. A far clip I'd recommend would be somewhere from 50-70, that should increase FPS to a playable rate.
I made the terrain smaller. However, for people to be able to use this system as they wish, I will also add the option to turn farclip on or off.
Temporarily, so you cna test more extensively, you could always do this yourself via the trigger editor. It should allow you to test version 7 properly.
ive figuared out the probleme with the lag and how lowering yah settings makes it faster. your system is trying to load terrain caculations and the terrain itself thats why i can play on high when on flast terrain and low on a terrain with heaps of people shooting and with lots of terrain variation. Another is you see too much of the terrain. so try to put a fog or somthing so it stops you seeing because its loading unseen terrain as well as seen terrain so yah :D.
For my pysics map you need to turn on the trigger called loop and turn off the trigger in the folder called loop new cause i was reworking the triggers to make a better system.
You should look at the last few posts :P. Sephiex already made that discovery, but thanks for taking the time anyway. I can't tell which trigger is which in your system. Every trigger has no name and all values have been replaced with <No Value>, almost as if it's been protected.
hmmmmm maybe i need to update 1 sec yah i need to update will post updated map soon
Did you reupload it yet?
Has anybody found anything else that's bugged, or thought of anything to be added, besides the farclip?
[Edit]: GAH Damn you Blizzard! I did the update for patch 16 and sure enough, they finally locked me out of the Galaxy Editor. I will be grabbing the game first thing on the day of release. Until then, I think my modding days are at a standstill.
Okay guys, I'm back in business. Just got home with the game, and I will be working for the next little while on simply making everything work again (some changes from the beta messed some things up)
I'm looking forward to your next release. BTW, does this work on 1.0 released version of StarCraft II, or should I just wait till your next map release?
I am currently working (in between bouts of actually PLAYING SC2) on making it compatible with the full retail release. I think I've bnearly got it now, there are a few bugs left to root out and fix. Within a few days a new version should be up and running. The version currently uploaded may work or may not. If nothing else, you'll see a ton of bugs, dialogs won't line up, and so on. Sorry its taking so long guys.
Alright everybody, version eight has arrived! It works with the retail version of the game now, so sink your teeth in! I realize there are still a few major bugs in there, caused by the beta-retail switch, but only one seems to really affect gameplay, so I figured it was good enough to post so people can at least try the darn system again. Please leave feedback!
The map was made smaller in version 8 to try and reduce the lag. Let me know if it worked.
I love this system! Nice work and keep it up. I have a few questions. I can't figure out how to only use one squad member. Also is this capable of handling multiple human players?
Thank you! Yes, it handles up to 14 human players (not sure how much sc2 itself can hold).
As for using only one squad member: it is possible using this system, but you will receive some errors and the game has trouble initializing. I am workiggn on simplifying that. For the time being you could simply disable the Squad switch feature through the action: "Change Squad Switch Control" and setting it to no key.
Sorry about that :(. This is one of those issues that seems to have cropped up between beta and retail..
[Edit]: You could also just kill off the squad mates you don't want after the user has gone through the initial loadout dialog.
I didn't read all the post but here is how to fix the spacebar problem.
You should use this trigger "Set alliance aspect" in this way
Player - Turn player # Help Requests Off towards player #
You must set this aspect for each player toward other players so a double for/pick is needed
Awesome, thanks. The camera shifting for a second when picking up weapons was really irritating.
Also, to ObliQ: I've now fixed the squad issue. Once version 9 is posted, you will be able to have only one squad member.
Ok Thanks Wingednosering that will help a lot with what im working on.
That is soooooooooooooooooo EPIC
Haha, glad you think so.
@ Bibendus
That Help Response thing didn't work. I tried both Help Response and Help request and neither seemed to fix the space bar movement.
Thought I'd give a little update to keep this thread alive. Version 9 is coming along quite well. It's nearly bug-free now and a few cosmetic additions have been made. The terrain has also been redone to provide a more pleasurable demo experience.