Drummin
  • Drummin
  • 100% (Exalted)
  • General Topic Starter
18 years ago
I was wondering how much waypoints contribute to lag.
The map I'm working on has some 1400 waypoints but almost all of them are used for water/wave effect and the train pathway. Only a dozen or so are for unit pathways as in Center, Flank etc. The question really is concerning removing unnecessary waypoints to make a better playing map. I would imagine it's the total movement of objects that burn up ram as in trees swaying, rain falling with sound effects, train moving and water/waves etc. All of these things slow the game down. So the object is to find a balance. What is you thoughts?
Sponsor
Me Myself and Pi
18 years ago
Could you upload you map for me? I'd like to see if it lags for me too.
Drummin
  • Drummin
  • 100% (Exalted)
  • General Topic Starter
18 years ago
Hello Me Myself And Pi,

This is the same map you had looked at before, just further along. I've just started experimenting with "longrange defensive spawning" so that's not done. The thought is to make AI harder to break as you can see with current defenses. ANYWAY, still in the works.
PLEASE NOTE,
I've removed the map as the topic is not about the current map.
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
18 years ago
In all honesty, why would you want to complicate things for yourself by putting in waves in such a map in the first place? - -"
UserPostedImage 
Drummin
  • Drummin
  • 100% (Exalted)
  • General Topic Starter
18 years ago

In all honesty, why would you want to complicate things for yourself by putting in waves in such a map in the first place? - -"

I hear ya. Really I was looking for more of a foam around the edge so it doesn't look so cut or sharp. I was going to modify WAK to closer points to see if that would work but haven't done that yet.
But see, that's my point. Does having these wave waypoints slow down the game?
U-W-SAtomicarmy
18 years ago
Waypoints don't slow the game down much, just a lot of scripting for the waypoints. I have a map that is really big, and it has over 1500 waypoints, tides, volcano, and a lot of trees, I mean a HUGE amount of trees. That map that I play on doesn't lag much at all.
Don't look at the light!!!
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
18 years ago
You forgot AI Pathfinding. If the AI gets stuck trying to get somewhere, quite a lag is created. And looking at the complex pathing of this map; it could be among one of the reasons.
On the other hand, this map is especially lagging in WorldBuilder that's for sure...
UserPostedImage 
Drummin
  • Drummin
  • 100% (Exalted)
  • General Topic Starter
18 years ago

You forgot AI Pathfinding. If the AI gets stuck trying to get somewhere, quite a lag is created. And looking at the complex pathing of this map; it could be among one of the reasons.
On the other hand, this map is especially lagging in WorldBuilder that's for sure...

What do you mean? Each base has Center, Flank and Backdoor going to it. And what do you mean by "complex pathing"? For the most part, the path is a straight line with two waypoints from Combat zone to inside perimeter. Can't be simpler than a two-point path???
YES, with all the AI scripts it takes awhile to load and "do" anything in world builder, but that shouldn't effect game play.
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
18 years ago
Five of each waypoint actually into each base actually...
UserPostedImage 
Drummin
  • Drummin
  • 100% (Exalted)
  • General Topic Starter
18 years ago
Wouldn't AI just use the closest path? There is one just outside their own base and to get to the other one('s) they have to go across the entire map. I thought AI was smarter than that.

The idea was to get the full effort from each AI down each pathway. Six player map, five sets of pathways. Not good?

****************************************
This topic was not as much about the current map as it is about the question of waypoint path lag. I received a lovely letter (quite rude actually) from someone who downloaded the Badlands map. YES, I admit that the map doesn't play very well. The pathway passages from one base to the other are way too narrow. This is why the current map uses a straight pathway from one base to the other. In any case, the person said to remove all the ____ ____ extra pathway points. So the question is regarding defining a pathway as in step by step or just stopping at the combat zone and letting the AI figure it out. The question was also about other waypoints used in the map as in train or waterways.