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patroling slows down gameplay to 50 % #4548

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wzdev-ci opened this issue Jan 6, 2017 · 11 comments
Closed

patroling slows down gameplay to 50 % #4548

wzdev-ci opened this issue Jan 6, 2017 · 11 comments

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@wzdev-ci
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wzdev-ci commented Jan 6, 2017

resolution_Requesting more information about issue type_bug | by krichter


I couldn't reproduce this issue on a map which is included in a standard source installation, however this might indicate an issue which can be fixed and prevent future issues.

In the attached gameplay you can see delay of frames which makes the gameplay appear flickering after making a lot of units patrol over long distance. Reasons might be the number units, the distance to patrol, the number builings or else. I couldn't isolate a reason so far. In order to get all suspected parameters to a high value fast, cheat mode with research all against 7 AI players has been used. Deactivating the patrol routes causes the gameplay to resume normally immediately.

experienced with 3.2.2-6-ge315f08 on Ubuntu 16.10


Issue migrated from trac:4548 at 2022-04-16 12:39:49 -0700

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wzdev-ci commented Jan 6, 2017

krichter uploaded file skirmish.zip (600.4 KiB)

replay of the skirmish game demonstrating the issue

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wzdev-ci commented Jan 6, 2017

krichter uploaded file 8c-Mero_NTWQueen.wz (80.1 KiB)

map used for the replay

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wzdev-ci commented Jan 6, 2017

krichter uploaded file skirmish.2.zip (485.6 KiB)

a replay with a defaut map

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wzdev-ci commented Jan 6, 2017

krichter commented


Just could reproduce the issue on a default map. There the issue isn't resolved by stopping the patroling which it is on the other map, so this might be two issues, but it also slows down the gameplay dramatically.

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wzdev-ci commented Jan 6, 2017

Berserk Cyborg commented


I get this issue too (3.2.1 does not have this problem). There is noticeable lag even in small maps. Not sure what causes it though.

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Berserk Cyborg commented


Actually, the first save is probably because the the map you linked. Game play is more or less smooth unless you go with advanced bases (which probably creates ~1000 non droid objects with all eight players). At which point Warzone struggles to even move around the screen regardless of a specific AI. The second map acts as suspected. A small slowdown, but that is to suspected with nine AI.

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vexed changed status from new to closed

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vexed changed resolution from `` to Requesting more information about issue

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vexed changed blocking which not transferred by tractive

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vexed changed blockedby which not transferred by tractive

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vexed commented


Is this still an issue with master?

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