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    posted a message on Considerations for hosting in EU?

    I'm preparing to publicly publish my map project. I am based in NA and would also like to publish it in EU. Does anyone know if there are any considerations I need to be aware of before publishing to EU? Is localization something I need to worry about, or is that just for changing languages? Basically I'm trying to figure out if I can post the same unaltered map file to both NA and EU at the same time.

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Move over, Galaxy
    Quote from Kueken531: Go

    Well, you could do Portal in SC2, but can you do SC2 in Portal?

    Nope, but the simplified GUI based interface they showed off in that trailer implies that the Portal 2 editor will be very easy to use. Galaxy isn't easy.

    I bet there are only a handful of people here who could figure out how to make Portal in the Galaxy editor. :)

    Posted in: General Chat
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    posted a message on The big question. What do you call it?
    Quote from Doubleclick123: Go

    @TheAlmaity: Go On-Topic: I just remembered, there's this one map I completely abandoned... So Skrow said that you should work around your title, that's what I did there, but you have to find that title right? Well you go to a thesaurus, find a suiting word to what you want it to be, point at one synonym, and stick with it.... Mine was called.. Corner TD.

    SC2 maps are kind of a weird medium. When you look at the custom games list, the very first thing you see is a title and often people use that title to immediately decide whether or not to play your game. Your title has to be killer, and it has to stand out in a sea of terrible names. If your title is good, maybe someone will click it to read the map description, and if your description is good maybe they'll play it.

    Posted in: General Chat
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    posted a message on Move over, Galaxy

    There's a new level editor in town.

    http://www.gametrailers.com/video/exclusive-creation-portal-2/729579

    Posted in: General Chat
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    posted a message on The big question. What do you call it?

    @Indigoy: Go

    I started with the name of my game first, and then designed the entire game around the name.

    Posted in: General Chat
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    posted a message on TotalCraft (TBS\RTS)

    @TwoDie: Go

    I like this synergy between turn based and fluid unit movement. It has the potential for some good gaming.

    Posted in: Map Feedback
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    posted a message on Loading Screen Creator!

    @DarcZaFire: Go

    Just use this

    Posted in: Team Recruitment
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    posted a message on Permanent Frame Rate Loss (Solved)

    SOLVED

    It was text tags! I had a certain type of text tag that was never being destroyed. The levels that were more chaotic were also the ones that used more of these text tags so they made the game slower. Now that I am destroying these text tags the problem has gone away and my frame rate consistently returns to its maximum capacity.

    I really appreciate the help I got on this thread. The suggestions gave me ideas for new things to test, and in running through these suggestions I was able to narrow it down and solve it!

    Posted in: Miscellaneous Development
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    posted a message on Permanent Frame Rate Loss (Solved)
    Quote from Ahli634: Go

    @SkrowFunk: Go You can hit ctrl + alt + F to toggle sc2's fps display.

    Check that out! I love how there's smart people here. I've been using this editor for 2 years and I never knew about that.

    I've been doing more testing, specifically for monitoring extraneous leftover units. I picked every unit in the entire map with No Unit Filter. Before and after each level the counts are normal, and I can confirm that there are absolutely no leftover units after each level.

    What's more interesting is that I made a test trigger to first send the actor message "Destroy" to every actor in the map, and then remove every unit on the map. I ran the trigger and let the game run. So, the game is running on its own with all 6 players and there are no towers shooting, doodads, or anything else. It's simply level after level of units walking in a line to the end of the track and dying (which means on average 150 units on the screen at any one time, 0 units between levels). I still see a FPS drop in each level that is just as severe as when there were towers actually killing the units.

    After 10 levels the frame rate reached 24 FPS, after 20 levels the frame rate reached 11 FPS at all times, even when there are no units and no actors on the map.

    MORE TESTS!

    Posted in: Miscellaneous Development
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    posted a message on Permanent Frame Rate Loss (Solved)

    @Ahli634: Go

    Thanks, I'll try testing for those things. Starting today I will be going down a laundry list of things to test.

    I am monitoring FPS using the fraps on screen benchmark indicator, and I'm certainly not using the trigger debugger. When I have the debugger going with all 6 players in the game, there's enough stuff happening that it takes about 10 minutes to run through 1 minute of the game.

    I've become curious as to whether anyone else has had this type of gradual frame rate loss before. I let the game run on its own and by the last level I had 5 FPS at all times, even while the game was idle. So, my conclusion is that there is something that is stealing memory and resources in my game, OR everyone would have to be having this problem.

    Posted in: Miscellaneous Development
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    posted a message on Permanent Frame Rate Loss (Solved)

    @o3210: Go

    I did a rough count, and there's about 300 different custom units I've made for this map. It's about 11 mb in raw file size.

    I'm pretty sure the issue isn't looping triggers, because I would have seen that on the debugger's thread monitor.

    I'm not exactly sure how I would copy everything to a new map file. Is there a reliable way to do this?

    Posted in: Miscellaneous Development
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    posted a message on Permanent Frame Rate Loss (Solved)

    I'm testing my tower defense map for stress testing and efficiency, using a full house of 6 players. I'm playing by myself and faking the game into running as if all players are present.

    I've found a serious problem where my frame rate goes down permanently after each level. The more intense the level is, the more the frame rate goes down. For example, my testing is centered around a level that is particularly damaging to the frame rate (dozens of zerglings flood the map throughout the level). Before the level begins, my frame rate sits consistently at around 90 FPS. As the level goes on, the frame rate drops down to 60 FPS, then at its worst it can go down to 25-30 FPS. When the level is over, the frame rate sits at somewhere around 40 FPS and never goes back up to the 90 FPS I had before the level (even though the number of artifacts on the screen should be the same before and after, while the game idles between levels).

    I plan to take measures to make this one level more efficient, but for now I'm only concerned with the problem that my frame rate can never go back up while the game is idle. This problem happens both with local map testing and over battle.net. I ran a windowed test mode with the trigger debugger, and I can confirm that there are huge performance spikes during the level (on the "Activity" tab), but all triggers and all threads close by the end of the level, and afterwards the Activity tab shows performance going back down to minimal with small green blips.

    Next, I thought maybe there were actors that were not getting destroyed properly, so I made a test trigger to send the "Destroy" message to every actor on the map. When I first launch the game I have a frame rate of 120 FPS (before anything is built) , when I destroy all actors everything on the map disappears and the frame rate launches up to 170 FPS. On the next test where I wait until after the level is finished, the frame rate sits at 40 FPS and then I destroy all actors, the frame rate only goes up to 60 FPS. I would have thought the frame rate would be able to go back up to 170 FPS since there were no triggers running and no actors on the map.

    Does anyone have ANY clue what could be happening here? Is the frame rate getting throttled when it dips below a certain threshold? Is there garbage collection that is failing? Is there any way to do more of my own memory cleanup manually to confirm the cause of the problem?

    This is a critical game-breaking problem that could put a stop to my 2-year long project, so I have to find an answer. It's a tough problem, and I would very sincerely appreciate any help on this.

    -Skrow

    Posted in: Miscellaneous Development
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    posted a message on Diablo 3 Open Beta
    Quote from Mozared: Go

    For the first time in ages I can point out that being in beta ruins the initial 'wow' factor along with actually not wanting to be in the beta anyway because the game is so awesome. Diablo 3 might rock bollocks, but it can rollock my bollocks once the game comes out.

    ^ ^ ^ This.

    A game has only one chance to make a first impression. Even if they release the intro cinematic early on youtube, I won't watch it. I want that first cinematic Diablo 3 movie to be rumbling through my house, immediately followed by my very first (and permanent) class selection to start my Diablo 3 adventure.

    Posted in: Off-Topic
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    posted a message on Pickup Minerals

    @Chanito91: Go

    What unit is it? Does it behave differently in any other capacity?

    Try copying the units "flags" from a working unit and paste the values in for this one unit that isn't able to pick stuff up.

    Posted in: Data
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    posted a message on Are we immortal?

    @BasharTeg: Go

    Best round of debates ever.

    And to stay on topic-

    Free will is an illusion.

    Posted in: Off-Topic
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