What causes Loading screen TIME?

DiFm

New Member
Reaction score
35
What causing the loading screen time.

The Number Of actions under Melee initzilation?

The number of units? the number of custom models?.

The number of abilities?

The total number of level of abilities?

variables?


I have about 50 triggers in the Map.

I have 10 custom models.

I have 50 Buildings preset on the map.

I have 10000 Doodads.

I have 110 regions.

I have about 100 variables set at melee initizialtion.

And do 80 Add event actions

and 25 Make unit invulnerable actions.

+ I have preloaded 2 abilities one having 200 Levels the other 2000.

but when i disabled these 2 spells the loading time didn't decrease... ITs about aproxomitly 1 min and this is through test map and Its used by a good comp.

How to Decrease it?
 
Preloading that 2000 level ability probably doesn't help.

If you can, just make a cinematic with a black screen at the start and preload all your stuff there.
That way users won't notice the lag.
And it won't affect loading time.
 
If you have alot of destructables and pre-placed units the loading time will increase dramatically. If you can, spawn the pre-placed units and destructables with triggers.
 
Preloading that 2000 level ability probably doesn't help.

If you can, just make a cinematic with a black screen at the start and preload all your stuff there.
That way users won't notice the lag.
And it won't affect loading time.

well when i disabled the preloading of the abilities i didnt notice a decrease in the Loading screen.


But i see no difference between that and using the loading screen except if using the Blackscreen takes Less time than the loading screen.

So then i take all actions in the melee initizilation trigger and put them in another trigger and on melee initizilation i just have an action that starts a cintematic?


and about the units i have only 50 buildings that are preplaced. I guess I also have 20 destructibles preset.

so It Takes longere to have a building preset in loading screen.

then use these actions at melee initizilation.

set Point center of region X.
create 1 Barracks for player 6 at Point.
call RemoveLocation(udg_point)


and about the melee initzialtion trigger hwow much does that increase loading time i was wondering if I replaced it with a elapsed gametime =0.01 Will that cause a huge lagg spike on 3 secs and loading screen will reduced by more or will the lagg spike be as long as the loading screen time decrease?
 
> The Number Of actions under Melee initzilation?
Yes, and you can pretty much determine how much it takes out of your loading time. While the map is loading, notice that the progress stops somewhere around 1/3. That's where all initialization stuff is ran - including preplaced units, map initialization triggers, variable default values etc.

> The number of units?
> The number of abilities?
> The total number of level of abilities?
Yes, or to sum it all up, preplaced stuff and the amount of custom object editor data (includes both modifying existing stuff and making new stuff). Widgetizer should take care of the latter though.

> the number of custom models?
Not unless you preload them (which you don't have to).

In your case, the 10000 doodads is probably what's making the loading process long (well duh, it's over 9000 :D). Do you really need that much?
 
wel the doodads is to make the invornment rocks flowers dead bodies etc. so yea i kinda need that.


But actually that learned me quite a bit coz actually the loading screen time is only about 10 seconds if you dont count the stop at 1/3 of the time so then i should be bale to Lower it quite a bit with removing it from melee initizilation however i want to know how long lagg spike will i get from putting these actions under game elapsed time is 0.01 seconds?
 
if you have loops in the triggers that arent properly used, it would greatly increase the loading time too
optimize codes generally
if the bar pause at 20%, it is supposedly related to triggers
you dont count the stop at 1/3 of the time
erm, it doesnt exactly progress smoothly, the graphic, when the bar stopped, it is still loading, the map wasnt taking a break then, just the graphic, so the total time MUST include the stop
 
I tested with putting all melee initzialation actions under a elased time is 1 second trigger but the loading time didn't decrease why?

thought the melee initizlation trigger was the only one affecting the loading time. does this means its the 50 buildings i have preset that causing it or the 10000 doodads?
 
The main things that effect loading time are map size, and preplaced units/destructables. if at all possible use triggers to add as many things to the map as you can after or dureing MI.
 
Yes, and you can pretty much determine how much it takes out of your loading time. While the map is loading, notice that the progress stops somewhere around 1/3. That's where all initialization stuff is ran - including preplaced units, map initialization triggers, variable default values etc.

Just to clarify, your 10k doodads are included in the map initialization portion of the load. The initialization portion not only includes triggers with the map initialization event, but also any units/doodads that are pre-placed on the map.

If you decided to move some things from map initialization to one second elapsed game time, and cover it with a cinematic, it will still effectively have the same total loading time, but it will seem shorter due to the psychology of it. A 40 second load time will be more noticeable than a 30 second load time + 10 second in-game preloading cinematic, which effectively just extends the loading time.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good
  • The Helper The Helper:
    I would like to see it again like Ghan had it the first time with pagination though - without the pagination that view will not work but with pagination it just might...
  • The Helper The Helper:
    This drink recipe I have had more than a few times back in the day! Mind Eraser https://www.thehelper.net/threads/cocktail-mind-eraser.194720/

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top