What causes Loading screen TIME?

DiFm

New Member
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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?
 

WolfieeifloW

WEHZ Helper
Reaction score
372
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.
 

Cloak_Master

Active Member
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41
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.
 

DiFm

New Member
Reaction score
35
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?
 

SFilip

Gone but not forgotten
Reaction score
634
> 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?
 

DiFm

New Member
Reaction score
35
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?
 

istar

New Member
Reaction score
31
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
 

DiFm

New Member
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35
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?
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
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.
 

Curo

Why am I still playing this game...?
Reaction score
109
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.
 
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