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Dependencies' Lag?
Nov 7 2010, 5:28 am
By: payne  

Nov 7 2010, 5:28 am payne Post #1

:payne:

Does adding the Campaign's Dependencies lag the map a bit more? Or does it increases the map's loading time?
Basically, I'm wondering if adding Dependencies only to get one single little thing out of it is inefficient. If it is, I'd like to know how to extract only one thing out of it. :O



None.

Nov 7 2010, 8:37 pm Temp Post #2



It does increase the map's loading time, although I am not sure by how much.



None.

Nov 7 2010, 8:48 pm payne Post #3

:payne:

Quote from Temp
It does increase the map's loading time, although I am not sure by how much.
Okay, so are there any ways to extract only one particular item from a dependency?



None.

Nov 7 2010, 9:00 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Quote from Temp
It does increase the map's loading time, although I am not sure by how much.
Okay, so are there any ways to extract only one particular item from a dependency?
I would guess: no.
But you could copy the units into your map. But it's not worth it.




Nov 8 2010, 3:30 pm NicholasBeige Post #5



The amount of time the campaign dependency adds to loading the map will be extremely negligible I would imagine.

Besides - I think... and again this is purely me thinking here, nothing concrete or factual of course... I think that when the map is compiled, as in loaded/tested or ran - it only loads the Data objects (effects, behaviors, units, abilities, buttons etc) which it requires. This might require someone with a lot more knowledge than myself to clarify. But I think a blank map with 4 dependencies and no triggers will have a very similar loading time to a map with only Multiplayer Mod dependency loaded...

As for causing lag? As in latency/multiplayer generated delay etc... a dependency shouldn't cause any of this.



None.

Nov 8 2010, 5:42 pm Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

yes, AFAIK I know from my beta mapping time on my laptop. the unit's models are loaded pretty late. At least my laptop had a noticeable lag after creating 10 sentries. But it wasn't that big with Marines or Zerglings.

Some effects are shown AFTER their first use. E.g. Firebat's attack's flames. Btw, only the first loading of everything in sc2 is slow. If that's your second game without closing sc2, it will load much much faster.




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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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