lag issues in my map :(

  • Thread starter Thread starter retlaf
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retlaf

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I'm making a paintball type map, and it's a little far from going public... mainly because of two bugs in it right now. First being the camera bounds one (see other topic), other being this lag issue. Allow me to explain.

When the game starts, it goes perfectly fine and smooth. However, as the game's time progresses, lag gradually increases. It's wierd. At about 9 minutes through I've gotten a lack of virtual memory message from windows before :/ Lastly, when exiting the map when the game is over, it takes a nasty long time. It appears frozen at the score display screen, but ctrl+alt+del still works. I was wondering if anybody knew what could be causing this...

I heared it could be an excess of Periodic Event triggers, but I have nerrowed the number of them down to 2, and no real noticeable difference.

If you want, I could post the map and you guys could look at it to possibly see what could be causing it, but the triggers are very confusing to follow, and I'm not sure if anything could be easily found.
 
it would be nice to see the triggers i think i no what is causing the problem so post the map then i guess and then i will see and does those triggers have anything to do with time in there cause if they do thats the problem
 
I got a very well worded reply from another forum, and I think it would be handy to share it here, too.

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douglas_m

Gateway: Azeroth

3. Re: Two problems with my map... | 4/19/2004 6:04:50 PM EDT


The increasing lag, "low virtual memory," and long exit times are all caused by the same problem: memory leaks. Basically, any time you create a special effect, floating text, unit group, position, and possibly a few other things, if you don't destroy it yourself it will keep taking up memory until you exit. That includes stuff like "all units in playable map area" in the action "pick every unit in (all units in playable map area) and do:".

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The thing I still don't know is how do I delete the 'Pick every unit' unit groups from the memory? I'm almost sure that's the problem.
 
Not sure, I've got a ton of unit picks and mine does not lag down.

You can clear the units in a unit group, but I've never seen any way to DELETE a unit group.

I don't do a lot of special effects though. And any floating text I delete when I'm done with it.

I've got a ton of unit picks, scripts, arrays, and loops ( I mean, a TON) and I don't see lag yet. Are you sure your not getting caught up in an infinit loop of triggers? Triggers that fire eachother? Or indirectly fire eachother?
 
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