I've recently published a map called Cortex Roleplay - Seraphim Ascension, and I'm having trouble solving framerate-drop problems in one certain area. That would be the lower-right corner, which is a tower/fortress. After extensive testing, I seem to have isolated the cause, and that introduced an even more puzzling problem.
I deleted literally everything from the area one by one to get results - the water, doodads, pathing, turning off waves against cliffs, and eventually unified the terrain height, terrain texture, and cliff level. At that point, frame-rate still remained low for that area. When I lowered the cliff level once more, therefore deleting everything from sight, since I have the "hide lowest level" on for that tileset, frame rates shot back up. Then, I went back and changed the cliff texture I was using for that area to other types with no change in frame rate.
I'm out of ideas, and would very much appreciate input from this very experienced community of terrainers. Thanks in advance.
I can't give you a direct solution off the top of my head, but scroll through the terraining board; someone posted this exact same problem within a couple of months ago and there was at least some discussion about it in his thread.
After a moderate search, I failed to locate this other thread Mr. Mozared suggested. If someone could take the time to find this thread, it'd be awesome. Thanks.
Ah, I see. Thanks Mr. FireStorm. The thread only confirms my answer that I received from elsewhere. Someone in there mentioned a hidden terrain object that continuously duplicates every time the map is saved, and this would be the catalyst. If this is true, I'll think about copying everything from the map and moving it to a new one.
In the unlikely chance that anyone reading this has found a way around this issue, such as a way to locate and remove the hidden terrain objects, please share. It seems I'm not the only one who is affected by this issue.
Any advice to those who want to avoid this in the future? I'm pretty damned sure I never even touched terrain objects when terrainin' the map. Sounds to me like the duplicating terrain object is no ordinary one, undetectable to the untrained eye. Is there a chance that they're made on terrains without mappers knowing or even using terrain objects? How do they get created?
For as far as I know, the bug only occurs when you place a trench terrain object. Regardless of whether you remove it afterwards, the bug may appear at that point. Are you absolutely sure you never touched terrain objects?
If not, while I am inhibited by probability to speak in absolutes, I can say with significant confidence that I did not touch any terrain objects, even more confident about trench terrain objects.
I've been looking into past threads concerning the replicating terrain object, but there doesn't appear to be a real solution anywhere, albeit extensive testing by some of the effected people. If there isn't a doable solution to this outside of completely stripping a map down, then I can accept that there's little I can do.
It might very well actually. We don't know where the bug is located, so it could be in a value used by both the terrain object and the doodad.
I vaguely recall someone at some point fixing the bug, but that was Küken or such - after hours of datawork, and I'm not even certain about that anymore. Maybe you can PM him or ProzaicMuze? I do recall a proficient data editor posting something useful on the subject.
I've recently published a map called Cortex Roleplay - Seraphim Ascension, and I'm having trouble solving framerate-drop problems in one certain area. That would be the lower-right corner, which is a tower/fortress. After extensive testing, I seem to have isolated the cause, and that introduced an even more puzzling problem.
I deleted literally everything from the area one by one to get results - the water, doodads, pathing, turning off waves against cliffs, and eventually unified the terrain height, terrain texture, and cliff level. At that point, frame-rate still remained low for that area. When I lowered the cliff level once more, therefore deleting everything from sight, since I have the "hide lowest level" on for that tileset, frame rates shot back up. Then, I went back and changed the cliff texture I was using for that area to other types with no change in frame rate.
I'm out of ideas, and would very much appreciate input from this very experienced community of terrainers. Thanks in advance.
Bump. I'm sure someone here must've experienced something like this. I would greatly appreciate your help.
maybe you should post the map or give it to someone to be tested by another computer.
I can't give you a direct solution off the top of my head, but scroll through the terraining board; someone posted this exact same problem within a couple of months ago and there was at least some discussion about it in his thread.
After a moderate search, I failed to locate this other thread Mr. Mozared suggested. If someone could take the time to find this thread, it'd be awesome. Thanks.
http://www.sc2mapster.com/forums/development/terrain/22547-slow-fps-in-middle-of-map/#p13
This it? Its the closest thing I found to your problem.
@HPFarmer: Go
That was indeed the thread I meant, I hope it gives you any help.
Ah, I see. Thanks Mr. FireStorm. The thread only confirms my answer that I received from elsewhere. Someone in there mentioned a hidden terrain object that continuously duplicates every time the map is saved, and this would be the catalyst. If this is true, I'll think about copying everything from the map and moving it to a new one.
In the unlikely chance that anyone reading this has found a way around this issue, such as a way to locate and remove the hidden terrain objects, please share. It seems I'm not the only one who is affected by this issue.
Thanks, and Merry Christmas.
I was affected by it. Even after deleting every self-duplicating object, the map still lagged. After save, all the objects were still in place.
Ahh, so the mysterious frame rate drop bug = duplicating trench terrain object bug. That's good to know.
Any advice to those who want to avoid this in the future? I'm pretty damned sure I never even touched terrain objects when terrainin' the map. Sounds to me like the duplicating terrain object is no ordinary one, undetectable to the untrained eye. Is there a chance that they're made on terrains without mappers knowing or even using terrain objects? How do they get created?
@TheLostAzn: Go
For as far as I know, the bug only occurs when you place a trench terrain object. Regardless of whether you remove it afterwards, the bug may appear at that point. Are you absolutely sure you never touched terrain objects?
Does Terrain Object Doodads count?
If not, while I am inhibited by probability to speak in absolutes, I can say with significant confidence that I did not touch any terrain objects, even more confident about trench terrain objects.
I've been looking into past threads concerning the replicating terrain object, but there doesn't appear to be a real solution anywhere, albeit extensive testing by some of the effected people. If there isn't a doable solution to this outside of completely stripping a map down, then I can accept that there's little I can do.
It might very well actually. We don't know where the bug is located, so it could be in a value used by both the terrain object and the doodad.
I vaguely recall someone at some point fixing the bug, but that was Küken or such - after hours of datawork, and I'm not even certain about that anymore. Maybe you can PM him or ProzaicMuze? I do recall a proficient data editor posting something useful on the subject.
Hmm. I experienced these same problems with an earlier map of mine, but I copy+pasted the terrain to a new map and the lag disappeared.
Off topic: It's nice to see that a stroll around SC2Mapster brings around so many familiar faces.
- Mythic