Results 1 to 12 of 12

Thread: Movement on campaign map - not this mod.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Gomer_Pyle's Avatar Ducenarius
    Join Date
    May 2007
    Location
    Norway
    Posts
    909

    Default Movement on campaign map - not this mod.

    Hi!

    I got a few questions maybe some of you can answer me.

    I have been told big mods with lots of stuff in them make ur gameplay lag some. This mod is biggest isnt it. And it plays smooth as in a dream.

    The thing is I have downloaded and tried some other mods aswell. And they are smaller in size. But for some reason when i move a character on the campaign map the movement starts then stops for a little time then moves with the speed of light to the target location.

    A am running this mod with everything turned max without a single lag. But other mods similar in size and changes, lag like crazy even with lowest settings.

    Do any of you have an idea of what causes this jerky movement on the map?

    It can not be scripts ect. since they run on end turn (they only cause longer turns ect dont they)?

    There are 2 mods I have had this problem with and that is "Grand Campaign Mod and Deus Lo Vult (no offence they are great mods) but only put in here to explain my problem. I have noticed that many of the big mods use lots of the same smaller mods in them. Does anyone in here know if there is any big difference between SS and the other 2 mods i mentioned?

    I ask that if anyone in here take offence from this post dont take it as one. I am only seeking advice and answer to this problem of mine.

    Thank you time...

    We make war that we may live in peace.

    -Aristotle-

  2. #2
    -Aquila-'s Avatar Campidoctor
    Join Date
    Oct 2007
    Location
    Norwich, England
    Posts
    1,802

    Default Re: Movement on campaign map - not this mod.

    yeah ive had that problem before, never did fix it. Wonder why it lags on campaign map BUT not on battle map.

    YATS - Quintus Licinius Cato [31], Plebeian Senator

  3. #3

    Default Re: Movement on campaign map - not this mod.

    I guess background scripts. Can't think of anything else.
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  4. #4

    Default Re: Movement on campaign map - not this mod.

    Gomer_Pyle
    It is possibly the map itself. If you go through some areas eg forests, there is a noticable reduction in fps, so the map does effect speed. I don't know the exact particulars, but perhaps this is one of the reasons why KK got a map expert to aid with the new map.

    btw - no one one should take offence, its meant to be a friendly forum where you can ask what you want.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  5. #5
    Gomer_Pyle's Avatar Ducenarius
    Join Date
    May 2007
    Location
    Norway
    Posts
    909

    Default Re: Movement on campaign map - not this mod.

    thank you all...

    Quark: that was my thought aswell. Hope they make it smooth on the new map. Been playing on SS all day and I have to say that I can understand why there is sooo many people on this mods forum.

    The offence bit was just a way of saying sorry if I stepped on somebodies toes. I accidently did that in Grand Campaign forum. Which was not my intention. Was more like a language barrier and i wrote my post wrong so it could be misunderstood. Therefor I wrote what i did.

    Also I want to say: What a great mod. Lovely! Thanks for making my game so enjoying. I salute you!

    We make war that we may live in peace.

    -Aristotle-

  6. #6

    Default Re: Movement on campaign map - not this mod.

    Quote Originally Posted by Gomer_Pyle View Post
    The thing is I have downloaded and tried some other mods aswell. And they are smaller in size. But for some reason when i move a character on the campaign map the movement starts then stops for a little time then moves with the speed of light to the target location.

    A am running this mod with everything turned max without a single lag. But other mods similar in size and changes, lag like crazy even with lowest settings.

    Do any of you have an idea of what causes this jerky movement on the map?

    It can not be scripts ect. since they run on end turn (they only cause longer turns ect dont they)?
    While most monitors fire on "end turn", some mods use lots of continuous monitors for garrison scripts, which operate differently. These monitors are always active during a players turn, cycling constantly, using up processor time. Stainless steel does not use a garrison script, so it will not suffer any lagginess due to this type of script.

    Cheers!


    Wir können nicht das Unmögliche erreichen, wenn es von uns nicht gefordert wird.

  7. #7
    Gomer_Pyle's Avatar Ducenarius
    Join Date
    May 2007
    Location
    Norway
    Posts
    909

    Default Re: Movement on campaign map - not this mod.

    Ah! Thank you for your reply!

    If a mod is using this. Is it an easy way to remove it or will removing that make the entire mod unbalanced and unplayable?

    We make war that we may live in peace.

    -Aristotle-

  8. #8

    Default Re: Movement on campaign map - not this mod.

    Well you mentioned DVL, it has built in custom campaign with no garrison script, alot less lag then grand campaign, and another option is the custom campaign named vanilla settings, that run smooth on my rig.

    Hope it helps.

  9. #9

    Default Re: Movement on campaign map - not this mod.

    If a mod is using this. Is it an easy way to remove it or will removing that make the entire mod unbalanced and unplayable?
    Continuous monitors are easy to remove, but it will unbalance the game. Garrison scripts are an integral part of the mods that use them.

    If you really want take these monitors out to speed up your game, and still have a Garrison Script in the mod you are playing, GrnEyedDvl built a great one, that is very fast. You'll just have to rework it to fit into your campaign_script.txt file. It won't spawn units in the settlement until the next turn, but if you can live with that, and you don't mind rolling up your sleeves and doing some of your own modding... it can be done.

    Cheers!


    Wir können nicht das Unmögliche erreichen, wenn es von uns nicht gefordert wird.

  10. #10
    Gomer_Pyle's Avatar Ducenarius
    Join Date
    May 2007
    Location
    Norway
    Posts
    909

    Default Re: Movement on campaign map - not this mod.

    Thank you! I think this answers my question atlast.

    We make war that we may live in peace.

    -Aristotle-

  11. #11

    Default Re: Movement on campaign map - not this mod.

    You are welcome.... if you decide to do it, the monitors you are looking for are in the campaign_script.txt file. They are called "monitor_conditions". You will effectively have to replace them all with "monitor_event" if you want to maintain a garrison script, although that is not all you would have to change.

    Cheers!


    Wir können nicht das Unmögliche erreichen, wenn es von uns nicht gefordert wird.

  12. #12

    Default Re: Movement on campaign map - not this mod.

    Deus lo Vult has a massive campaign map - as well as new models for things, also it is very detailed - a.k.a the source of the lag

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •