Grot
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J-23 znowu nadaje
Posts: 4,048
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Post by Grot on Jul 31, 2020 13:35:12 GMT 1
I think we both know why it runs slower then other mods But like I said sorry for interrupting your little project with my thoughts on the matter. Go nuts and good luck Blitz on.
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Mat
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Posts: 1,814
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Post by Mat on Jul 31, 2020 13:39:39 GMT 1
tell me what do you know? Why is it loading so slowly?
-i don´t know it
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Mat
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Posts: 1,814
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Post by Mat on Jul 31, 2020 15:49:30 GMT 1
mapeditor and game.exe won´t start on this!
Im not interested in doing more Tests, back 2 Heimatfront 1945! Thread closed!
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kaoz
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inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Aug 2, 2020 0:57:36 GMT 1
i´m just doing this because i wanna understand whats slowing down loading and saving maps...... Deleting Thumbs and ini files won't matter in relation to saving/loading maps, they only make the mod unnecessary bigger. Unit skins of 1.024mb will demand more loading time than 256mb skins obviously.
Deleting c.dss and l.dss will have a small impact depending on the setting in video, but we all like the high resolution files, right? So deleting those will, again, make the overall mod size smaller. When setting is high, i don't think BK will also load c or l dss files (when loading a map), but i can't prove this. It would however be very stupid of the game makers if it would.
Maps that are bigger than 16x16 will load slower, which is also obvious. If maps contain too much unnecessary terraobjects, and especially random made maps will place tons of terraobjects upon other terraobjects which also make loading slower. The more props in a map, the more loading time. You might not notice this on today's fast computers, but you certainly will on older ones with one or dual processors.
Underestimated, to my humble opinion, are xml's. Although they are mostly small in size, a lot of those (and especially modobjects.xml) contain tabs and line breaks that do have an effect on the load time of the mod itself. Again, you will notice the difference on old pc's. Some might argue this, but a 3000 lines modobjects with unnecessary spaces, tabs and line breaks will load slower than a 1000 line one without bogus. This is my experience.
Imagine a mod with more than 10.000 xml's with bogus and one without. Which one do you think will load faster?
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Mat
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Posts: 1,814
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Post by Mat on Aug 6, 2020 18:11:27 GMT 1
i´m just doing this because i wanna understand whats slowing down loading and saving maps...... Underestimated, to my humble opinion, are xml's. Although they are mostly small in size, a lot of those (and especially modobjects.xml) contain tabs and line breaks that do have an effect on the load time of the mod itself. Again, you will notice the difference on old pc's. Some might argue this, but a 3000 lines modobjects with unnecessary spaces, tabs and line breaks will load slower than a 1000 line one without bogus. This is my experience.
Imagine a mod with more than 10.000 xml's with bogus and one without. Which one do you think will load faster? kaoz never thought about this before.
I´m linarizing all the Heimatfront 1945 xml´s with notepad++ , with this you can load and save many files at once batch.
Before they were all in "pretty print" format, because when i edit something im doing it always in the xml itself. The modobjects.xml and objects.xml i format the same way but here i formed blocks of code, so all Buildings\Factories entries for example are in one Block who is separated by doubled
<!-- comment --> Lines that when i add something later i can put the new entry exactly where it has to be.
i´m curious if this changes loading times
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kaoz
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inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Aug 7, 2020 1:41:59 GMT 1
Well, it is arguable... one xml won't make a big difference, but when BK has to load 10.000 files that contain 200 lines of code or 50 lines of code (per xml), it does make a difference imho. Might be just a minute or two, but still.
With modobjects.xml, i have seen a lot of them that have copy/paste items in it. Often, they contain bogus stuff like a lot of spaces and breaking rules (not always shown in editors). I expressed myself wrong about tabs, but often spaces are used instead of tabs. Tabs are not so bad, because they count as just one 'character' if i may call it like that. It's not the correct name for it, but i can't think of anything better at this moment.
A modobjects list containing 3000 lines with numerous spaces and bogus stuff copied from other text-editors will load longer than a 1000 lines without. Again, this might be just a few minutes, especially on fast machines, but still i think it will make difference, even if it's a small one. I don't want to shoot or aim at a mod like GZM in particular, nonetheless, i think it is a mixture of copy/pasted items.
Skins will make a bigger difference, i guess. A 1.024mb skin is 4x bigger than a 256kb skin, so it is simply loading 4x longer.
These things only matter when a mod is loading. For saving maps it's another story: there it is mostly the case of too many terraobjects in layers upon each other. I guess the more props in a map, the greater it's size. When maps are bigger than 16x16, they will load/save faster when having a clean 'ground'/terra. Makes it less beautiful of course, depending on your taste.
*edit* I also use Notepad++ or old Dreamweaver MX and comments to make life easier. There's no harm in that. But lines should be contiguous as much as possible i think. It is only my experience of course. If someone can prove me wrong, i would reconsider my words, but in the end, a computer is always loading zeros and ones.
Your xml screenshots look fine and i think they should load fast.
I did a test with the c.dds and l.dss. I didn't know whether they all get loaded when loading a game because i have always played High resolution. When a mod doesn't have c.dss and l.dss and you select compressed or low resolution, you get chequered units/skins. It's a bit confusing because with humans that have no blood dss, but you select blood in the options, BK seems to look for an alternative and show the normal dss. But to be honest, i do not know a lot when it comes to the BK engine.
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kaoz
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inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Aug 8, 2020 23:05:51 GMT 1
Just to clarify, if you were meaning resolutions, rather than filesize, a 1024 x 1024 resolution texture is in fact 8 times bigger than a 256 x 256 resolution texture (making texture resolution even more important in terms of memory usage) I probably meant both... so there you go... i believe it's the same for maps, right? I believed a 32x32 map is double the size of a 16x16 map, but i guess in resolution that would be 4x or is it also even 8x?
Do take care however when saving Mjr Pain skins (or others) from 1.024mb to 256mb. The background colors {yellow, green, blue, red and such} tend to interfere with the model colors themself and then in the game, the model sometimes shows small parts of the background color. Whenever i change the resolution of a MP skin, i (and others) color those backgrounds with the same color of the model (on another layer) to overcome this. You could ask yourself: is it worth all the trouble? I guess for me it does *edit* I guess file size matters when the game loads the mod. Resolution size matters to your videocard's memory, correct?
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Mat
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Posts: 1,814
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Post by Mat on Aug 9, 2020 9:06:35 GMT 1
linarized XMLs didnt changed anything on Heimatfront 1945, only the packed Modsize is a litlle bit smaller.
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kaoz
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inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Aug 10, 2020 23:41:37 GMT 1
linarized XMLs didnt changed anything on Heimatfront 1945, only the packed Modsize is a litlle bit smaller. Sorry to hear that. Like i said, it's my experience: seen some mods in the past, that load slow. Then, when you look at the modobjects list, it is a mess of copy/pasted items. Maybe your modobjects from before was fine already.
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Mat
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Posts: 1,814
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Post by Mat on Aug 11, 2020 10:04:12 GMT 1
linarized XMLs didnt changed anything on Heimatfront 1945, only the packed Modsize is a litlle bit smaller. Sorry to hear that. Like i said, it's my experience: seen some mods in the past, that load slow. Then, when you look at the modobjects list, it is a mess of copy/pasted items. Maybe your modobjects from before was fine already.yes it was
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vonmantheka
Mladji vodnik
GZM7.77.3 terminado y como parche adicional (update)
Posts: 28
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Post by vonmantheka on Aug 12, 2020 0:53:01 GMT 1
Regards. I have more than 70 32x32 maps, Version GZM 7.50. I would like to be able to share to be able to play online, but before that I need help to close the pak, and with some genius here to add some small improvements. the idea is that the GZM can read the units of both the Csla, and other versions but without deleting existing units, rather that they are incorporated. This is vital to continue improving the maps I already have. Can anyone help? My nik: Von Mantheka since 2003.
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bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,361
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Post by bb on Aug 15, 2020 22:06:05 GMT 1
Regards. I have more than 70 32x32 maps, Version GZM 7.50. I would like to be able to share to be able to play online, but before that I need help to close the pak, and with some genius here to add some small improvements. the idea is that the GZM can read the units of both the Csla, and other versions but without deleting existing units, rather that they are incorporated. This is vital to continue improving the maps I already have. Can anyone help? My nik: Von Mantheka since 2003. Hello, I think you must add CSLA as a mod to GZM, so you need to copy evverything fromthe GZM objects.xml file and paste it in your CSLA objects.xml file, as I did in my GPW version to GZM.
Still, I'm not sure this is the best option to work with it. Maybe you should just edit your maps, as I teach in this thread:
I'm sorry for the off topic, Mat
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