In alot of games now, especially in FPSs, you see grass pop out as you move close to them. This is to reduce lag. Now I was wondering if this logic would work for our scens. Would it reduce lag if when your not looking at a certain area that area of units would be changed (by Change Unit Type) into cinematic blocks? I was just thinking of ways to reduce lag in some of the big eye candy filled maps..
I'd say, try it out. Make one map filled with units and one filled with cinematic blocks.
Apart from that, what you described would need tons of triggerwork. I thought of sth like this too, BTW.
Elpea Hal
(id: lp_usa)
posted 29 January 2005 03:30 PM
EDT (US)
2 / 12
It would take too much work for something so superflous, I thought of doing this to generate entire villages (in Empires though), but it wouldn't work nice.
nifty_PS2MAN Mortal
posted 29 January 2005 03:37 PM
EDT (US)
3 / 12
also how would u know where the playwer is looking
and what if players are looking at seperate areas.
it would be good, but its more of an refresh rate thing for FPS games, not RTS.
PS2MAN The Mythod Clan Burns To Ashes Long Live The Phoenix!!!! Phoenix_PS2MAN an Norse Wars Expert
Currently Recuriting Experienced NW UK Players.
sziggi Mortal
posted 29 January 2005 03:39 PM
EDT (US)
4 / 12
Thats a good idea. Keeps things running smoothly. If triggers are organized its nothing to write a crap load of trigs.
Gaurdian_112 Banned
posted 29 January 2005 04:04 PM
EDT (US)
5 / 12
Waste of time ffs. It wouldn't lag if you all had a decent PC
RiderOfEternity Mortal
posted 29 January 2005 04:15 PM
EDT (US)
6 / 12
Quote:
also how would u know where the playwer is looking
Well you make a condition 'Player viewing area' (or something similar? I don't know my triggers lol) and tick the 'Not'.
As for the triggers, sure it'd require a lot of Shift+Click wouldn't it. Though you wouldn't really do this for the entire map would you.
Quote:
It wouldn't lag if you all had a decent PC
Even on decent PCs it can lag sometimes.. But with Elpea's Mega Doom 3 setting-able PC aom would never lag :|
also how would u know where the playwer is looking
Condition: Army In Sight (or whatever, can't remember name )
-=Skycat=-
Elpea Hal
(id: lp_usa)
posted 29 January 2005 04:31 PM
EDT (US)
8 / 12
[q]Condition: Army In Sight (or whatever, can't remember name )/[q]
Isn't there a "Visible to player" condition?
beekay Mortal
(id: black_knight_101)
posted 29 January 2005 04:41 PM
EDT (US)
9 / 12
Yeah, the 'Visible to Player' trigger was used in the AOM campagin, the one where you have to get the osiris cart out of the city after arkatos/ajax are kidnapped, etc. When you look at the cart, a timer starts
So, (I don't know whether or not this is feature of TT/Reyk's ) just select Visible to Player with the NOT option selected. Then have it all changed to blocks.
sig
RiderOfEternity Mortal
posted 29 January 2005 04:58 PM
EDT (US)
10 / 12
Visible to Player- that's the one
Quote:
used in the AOM campagin, the one where you have to get the osiris cart out of the city after arkatos/ajax are kidnapped, etc. When you look at the cart, a timer starts
I'm pretty sure graphics-related lag (the type you seem to want to solve) only occurs from units that are being shown on the screen. Anything can be happening off the screen - a thousand 'grass' units etc, but as soon as they are on the screen, they cause lag. Therefore, if you change the hundreds of cinematic blocks into 'grass' when they are visible to you (read: on the screen) then the same lag would incur if you didn't have the triggers. Having such a lot of triggers would probably also include gmaeplay-lag as well.