As someone who has made many survival maps, I can see your lacking some information which could help us.
How many units are in your waves?
More units on screen is more cpu processing which means lower fps.
Type of reinforcement trigger?
Some triggers like chrono in cause slow down.
Are your triggers made correctly?
improper trigger creation can lead to slow downs if you set a repeating trigger with virtually no elapse time.
Is there choke points?
Pathfinding can cause super amounts of lag!
What locamotors are units using?
Hover units and stealth units, and flying units can potentially use more cpu and ram.
How fast is you computer?
RA2 is an old game, but it still requires a good one to do any kind of survival maps, even with patches. Also keep in mind ra2 is no a multi threaded application and can only use one core, so your only as fast as your fastest core.
Are you using any patches, like ares?
Patches like ares help reduce and fix inherent problems in the games original code. Reducing lag and memory errors and make the game run more efficiently, and remove some memory leaks.
Did you intend to upload the map maybe?
Having someone else look it over and maybe play it may help you.
Anyways no one is gonna be able to help you unless you provide better information. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
The problem was solved by AlexB for thousands teamtypes bug. But AlexB told me too that pathfinding is one of my problem. How to fix it? _________________
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Humans were born for two things: to pray and be productive.
The problem was solved by AlexB for thousands teamtypes bug. But AlexB told me too that pathfinding is one of my problem. How to fix it?
Biggest cause of path finding errors is choke points, namely narrow places in the map enemy waves have to go through. Think of it like this, the game ai recalculate its path each and every time time the units coming to your base need to change directions, going around a building walking over a narrow bridge etc. This results in not point a to b but points a to be to c to d etc. this causes the game to slow down. try this experiment, put your waves on a 100% flat map with no obstructions or hindrances between the enemy and you, and you will literally see the difference. if you don't, pathfinding is not te source of your lag. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Biggest cause of path finding errors is choke points, namely narrow places in the map enemy waves have to go through. Think of it like this, the game ai recalculate its path each and every time time the units coming to your base need to change directions, going around a building walking over a narrow bridge etc. This results in not point a to b but points a to be to c to d etc. this causes the game to slow down. try this experiment, put your waves on a 100% flat map with no obstructions or hindrances between the enemy and you, and you will literally see the difference. if you don't, pathfinding is not te source of your lag.
Pathfinding isn't the source of the lag, it was AI problem. Oh, and i got this error while fixing bugs
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 15, 2015 12:11 pm Post subject:
And then... he uploads a debug.log. A debug.log.
But he's pissed if I call him incompetent. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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