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Old 10-04-2007, 06:50 PM   #16
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Originally Posted by emjlr5
it is very lacking in the calibration department, I agree, it originally was not made to be completely calibrated, just to be used as is, with some general needed changes
But when you submit it as a resource, it has to be easily configured. It doesn't matter what it was "originally intended for," what matters is that you submitted it, and if used by people it needs ease of calibration.
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Old 10-04-2007, 06:52 PM   #17
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I think the bottleneck here is SetUnitPosition, I doubt, inlining the functions would help at all, unless the intention is to make the code less readable.
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Old 10-04-2007, 08:31 PM   #18
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The function calls certainly aren't serious, but as I said it doesn't help. The two major bottle necks I see are the SetUnitPosition and (although this only happens occassionally) the Start method in the one struct. What happens is that when the missiles reach the top of the spiral, the method is called individually on each of them. However, you clear and group enum once for each of the missiles when they are all at the same point. So you are getting the same group over and over again. It doesn't sound like it should be that serious, but I found myself getting sudden 'freeze-spikes' at that point when I had 10 towers firing. You can fix it with or without inlining that part of the code.
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Old 10-04-2007, 09:04 PM   #19
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They won't be at the same point if he makes the final radius calibratable, though. Anyway, anything that isn't being run on a periodic trigger would have to be orders of magnitude bigger to matter, and that method isn't so critical. At least, I'd prefer more possible calibration for the projectile final positions than more efficiency at that point.
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Old 10-04-2007, 09:46 PM   #20
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Well as I said I experienced very definite spikes when the missiles reached that point. However when I tested some efficiency things I made a few changes. Perhaps it just coincided with the next round dummies being created for missiles. Mm.
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Old 10-09-2007, 06:20 PM   #21
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worked on this a bit on Monday, should have it finished and uploaded later tonight

*Updated the map and the original post

tested:
With the current missile model:
minimal slowdown with 60 missiles on screen
noticeable slowdown with 80 missiles on screen
very bad slowdown with 100 missiles on screen

With no missile model:
minimal slowdown with 100-120 missiles
noticeable with 120+ missiles, more pronounced around the time of death of the mass of units

Conclusion: half of the lag is sfx based, considering there is roughly 100% less lag with no missile model

*Could a mod change the threads name to Blaze v1.1 , ty
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Old 10-13-2007, 07:05 PM   #22
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just a bump, just to make sure the mods know this is updated
when I first posted there were a dozen responses within a few hours, perhaps I am too optimistic
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Old 10-13-2007, 07:40 PM   #23
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I don't have the time to do a legit review of this right now, but I do know this exists and will get to it. Promise!
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Old 11-15-2007, 03:21 AM   #24
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bump?? :(
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Old 11-15-2007, 04:42 PM   #25
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Quote:
I don't have the time to do a legit review of this right now, but I do know this exists and will get to it. Promise!
That's still true! I have a 5 day weekend of reprieve starting this coming tuesday, and I'll get to it then. That's about the best I can guarantee, because I need WC3 to test and load these things and I don't have WC3 where I am for 16 hours a day.
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Old 12-09-2007, 02:58 PM   #26
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- public trigger Trigger = CreateTrigger() Good idea, "middle ground"

- There are constants that I think would have been useful to have in function of level.

- ABU, DEBU , FILT could use more descriptive names

struct Blaze_data2 and struct Blaze_data1 : should use private struct data2 and private struct data1

- In the movement function there is some part in the second loop in which you do enums and stuff to get a new target, in my opinion it would have been better to keep those operations inside the struct as another method.

- It is not exactly damaging random units with nice effects, the code doesn't seem horribly bugged, you are even taking care of the GroupEnum issue that requires a global variable, you are using a single timer and no gamecache / attaching at all, so this spell is good.

It is not JESP, but after adding little things like a good header, the JESP manifest and preferably making the structs belong to the scope it could be JESP. But right now I'll approve it as a non-JESP spell.
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Old 12-10-2007, 05:34 PM   #27
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But right now I'll approve it as a non-JESP spell.

that is fine, I had no other intentions with this spell
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Old 12-10-2007, 08:50 PM   #28
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I understood that, just saying that you are actually trivial steps away from it, so it could have happened.
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