Just to make sure you have been the host when you tested them?
so i have overtaken a map from another developer maybe sum of you know it (Footmen) was in most played for a long time and dropped for 3 years since the owner got inactive
i got full file access now and did a lot of improvements, balance and new content like ELO systems, autobalance, achievements.....
i almost completly reworked the triggers since sum of them were inefficient and used galaxy script directly when possible
the problem is its a 3v3v3 game with auto spawning units and in late game bad pcs can have a hard time regarding FPS
it also seems to have increased since i made a new map
i could alrdy lower the FPS by 60 just by removing a single building that was huge but downscaled by me
however i got the feeling that its related to the terrain since it seems to be way more sharper then the original one
any ideas to boost FPS and can it be related to terrain sharpness?
also attached a map img dunno if that helps but w/e
had no idea where to put this thread hope its at the right place .P
seems like only a visual bug
if i enable view ground in ->view show pathing it shows everything normal (almost)
but i noticed this problem with other brushtools now aswell so it would still be nice to get an answer here
noone? i rly need to get this fixed :|
i also discovered that when i use dynamic pathing fill and click on ground it detects all cliffs and only blocks ground
however if i do the same on the cliffs then the same thing happens as in the video
i checked all editor settings and i dont know what to do anymore
when i draw pathing it appears at where i draw it but also at other regions as if it would be mirrored but in realtime
please help me guys :,(
made a nother vid that shows the problem more detailed
so since i used mirroring for terrain/doodads.... (i think so atleast) i got sum serious problems with the pathing tools.
whenever i try to manually draw paths it just shows up somewhere else.
if i use the filling tool + cliff check it also fucks up compeltly. i checked all cliffs so the problem is def not there.
i only want to automatically fill all cliffs with no-pathing zones.
i made a vid to better show what the actual problem is
thy for all your help btw especially @drsuperevil
i was kinda spamming the forum with questions but as u can see in the vid it has lead to something :D
so thx for all your support guys
im using banks to save player data like xp, lvls n stuff
i also encrypt these values
however this only works when the saved values are not always the same since its not a "real" encryption but just multiplying, adding,... the values with some random numbers the user cant now
but what if i want to save achievements in the bank files where i literally just save 1 or 0 for each achievement? using that same method it would put the same numbers into the bank files and the user could easily find out which one stands for on and which for off.
i could just merge all numbers to a big one then save it as string, encrypt it and for reading it iterate over each char and decrypt again
not sure if that is the best method
whats the easiest SAFE way 2 achieve this without actually coding a real encryption method?
so i made a dash ability which works fine
the problem is i had to disable collisions for the caster so he can dash in a big mass of units (otherwise it wouldnt do anything cuz no place for the caster is found)
i disabled collisions with behaviour->supress collisions
the problem is that this also blocks cliff checks and pathfinding checks
what is the best way to fix this? or how to do it a better way in general?