PrivateJoined: 1/7/2023(UTC) Posts: 3
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Hello!
I have been creating custom maps on the Generals Zero Hour worldbuilder for about a month now. A lot of the maps that I created, both skirmish and missions, have lag spikes that always begin at the same time no matter the map. I've tried removing rivers and other water objects, objects (Buildings, Trees etc.), scripts and even solved AI trying to move its units to an invalid location. So far nothing helped.
My PC runs this game at max settings and Resolution 1280x1024. Although I don't think that matters because the maps that come with the game, including missions and challenge maps, never lag AT ALL.
I have 8GB of RAM DDR3, I've heard that a problem that creates lag is RAM.
If someone knows something about this please help, I really wanna create a mission map and publish it here.
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PrivateJoined: 1/7/2023(UTC) Posts: 3
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Upon further examining it mostly happens when the AI creates units using a script for teams. As soon as the units get created my game starts lagging a lot. Anybody familiar with this type of glitch or not?
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ColonelJoined: 8/13/2013(UTC) Posts: 816 Location: Middle east Thanks: 430 times Was thanked: 182 time(s) in 166 post(s)
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Can you upload one of the maps so we can experience the problem first hand? It becomes easier to figure out what the problem is. Plus, skirmish maps lag whenever there are multiple AI players building tanks and gathering them in their bases like crazy. |
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Moderator and former map reviewer CnC Labs |
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: WazzaP  Upon further examining it mostly happens when the AI creates units using a script for teams. As soon as the units get created my game starts lagging a lot. Anybody familiar with this type of glitch or not? This usually happens due to poor AI pathing, I am not sure about creation however. Mainly lag happens with creation when the AI just lets all their units sit at their base. Another cause may be because there's too many objects on the map that the engine has to render; so consider reducing map size and object count if your map has a lot of these. As for pathing, ensure that there isn't any immovable terrain that largely obstructs their waypoint movement towards enemy bases and zones such as: rivers, hills, close quarters or obscure map design. Poorly implemented bridges can cause this problem too. |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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PrivateJoined: 7/9/2023(UTC) Posts: 1
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In addition, if the AI creates a large number of units at the same time, this can also cause delay. The process of creating and initializing units can be resource-intensive, especially if complex behaviors or scenarios are associated with each unit. This can overload the system and cause performance problems. This happens to humans too, which means it's time to get distracted, at least for virtual games, especially cool when you can find cyberbingo no deposit bonus https://casinosanalyzer.com/casino-bonuses/cyberbingo.com and just play even without your own money. To solve this problem, you can try to optimize the AI pathfinding system by improving the navigation grid or implementing more efficient pathfinding algorithms. You can also limit the number of units that can be created simultaneously, or implement a staggered spawning system, where units are created gradually instead of all at once. Edited by user Monday, July 10, 2023 1:21:26 AM(UTC)
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