identified alot of problems with above trigger
reworked alot of it (my detection of adjacent nodes didn't work properly)
basically still trying to get the performance of it down still and i've run out of ideas
it seems the main loop is whats taking all the time
creating nodes takes less than 0.1ms, sorting binary heap takes about 0.01ms, finding adjacent nodes takes about 0.3-1ms
but the main loop, even for a path 4-5 nodes long, takes about 3ms
it easily hits about 50-100ms with a 100 node path and generally hits the limit with anything larger
so, just asking if theres anything that stands out here as a glaring performance issue http://pastebin.com/BfHxRh75
surely you're welcoming him to mapster and not me o.0 i've been here since map editor was released D:
also rodrigo's method seems to be very limited in regards to how many players you can save... since there doesn't seem to be an efficient method of saving player names.
you'd have to make everyone who plays the map download and install the software
and it'd only be able to read banks and submit data from them
there was a thread about this using Gloop but it's not really feasible
? starcode works by merging lots of integer variables into a single string and then compresses it
but if you can't convert text to integer then it doesn't matter.
so im trying to implement one of those viral global banks
but i want to store more than most maps do, the ones i've seen only store about 3 players
im also storing alot more stats aswell
i planned to use starcode for this. it's store integer as string and compression makes it very easy to store lots of information
but i guess you can't store actual strings using starcode to my knowledge?
what im guessing i'll have to do is go letter by letter and convert a player name into a string of numbers and use that
never done this before, anyone had experience doing this or know of a better way?
this is an action?
i'd definitely check the code in this.
actions, unless set to create a thread, run inside whatever action/trigger/function they are housed
so when that action gets an error it will report it using the parent trigger/action name
my favorite way to isolate problems is to create 2x Debug Messages
START and END
i put them around whatever action i think is causing the error.
you should probably trace the actual origin of the assets you use and ask permission first
sc1vssc2 uses alot of assets and data from my mod, sc2bw, which uses alot of custom assets made by Gna and also ported/retouched models from the warcraft 3 mod project revolution.
that said it's fine, im not angry, but just in future to save yourself any trouble. make sure you ask the actual asset creators first.
heres the algorithim
it wont work if you just run it. it needs an efficient method to grab units and run the algorithim.
im hoping someone has a good idea on this.
0
identified alot of problems with above trigger
reworked alot of it (my detection of adjacent nodes didn't work properly)
basically still trying to get the performance of it down still and i've run out of ideas
it seems the main loop is whats taking all the time
creating nodes takes less than 0.1ms, sorting binary heap takes about 0.01ms, finding adjacent nodes takes about 0.3-1ms
but the main loop, even for a path 4-5 nodes long, takes about 3ms
it easily hits about 50-100ms with a 100 node path and generally hits the limit with anything larger
so, just asking if theres anything that stands out here as a glaring performance issue
http://pastebin.com/BfHxRh75
0
@zeldarules28:
surely you're welcoming him to mapster and not me o.0 i've been here since map editor was released D:
also rodrigo's method seems to be very limited in regards to how many players you can save... since there doesn't seem to be an efficient method of saving player names.
0
the model is a refurbished version of the reaver from project revolution
and a new texture by Gna i think
you can get custom assets/music in the mediafire link here http://www.sc2mapster.com/maps/brood-war-1-5/files/72-sc2bw-v0-974b/
i dont include the custom assets and music in every release because it makes the file size huge
(SC2BW is about 52mb now)
alternatively you could export the model and texture and put it in a map and not use my dependencies at all
0
@humodz:
it starts to get tricky when you wanna do stuff like that
you'll have to study how thor and viking do it and try to mimic it
0
@humodz:
in the missile or attack actor
0
@roym899:
you'd have to make everyone who plays the map download and install the software
and it'd only be able to read banks and submit data from them
there was a thread about this using Gloop but it's not really feasible
0
@humodz:
change the launch attachment point
likely the viking does not have the attachment points the thor weapon uses.
0
@roym899:
not without externel/3rd party software.
0
@b0ne123:
? starcode works by merging lots of integer variables into a single string and then compresses it
but if you can't convert text to integer then it doesn't matter.
0
so im trying to implement one of those viral global banks
but i want to store more than most maps do, the ones i've seen only store about 3 players
im also storing alot more stats aswell
i planned to use starcode for this. it's store integer as string and compression makes it very easy to store lots of information
but i guess you can't store actual strings using starcode to my knowledge?
what im guessing i'll have to do is go letter by letter and convert a player name into a string of numbers and use that
never done this before, anyone had experience doing this or know of a better way?
0
gf_initSelectGUI();
this is an action?
i'd definitely check the code in this.
actions, unless set to create a thread, run inside whatever action/trigger/function they are housed
so when that action gets an error it will report it using the parent trigger/action name
my favorite way to isolate problems is to create 2x Debug Messages
START and END
i put them around whatever action i think is causing the error.
0
you should probably trace the actual origin of the assets you use and ask permission first
sc1vssc2 uses alot of assets and data from my mod, sc2bw, which uses alot of custom assets made by Gna and also ported/retouched models from the warcraft 3 mod project revolution.
that said it's fine, im not angry, but just in future to save yourself any trouble. make sure you ask the actual asset creators first.
0
those models look familiar ! ...
0
@GePanda:
remove items from the target filter of the damage/search
0
heres the algorithim
it wont work if you just run it. it needs an efficient method to grab units and run the algorithim.
im hoping someone has a good idea on this.