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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002301 | Spring engine | General | public | 2011-01-14 05:21 | 2011-02-26 15:29 | ||||
Reporter | Google_Frog | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.82.7.1 | ||||||||
Target Version | Fixed in Version | 0.82.7+git | |||||||
Summary | 0002301: Unit clump pathing slowdown | ||||||||
Description | If many units form a clump because they are trying to move to the same location the game slows down a lot. The slowdown occurs with a not unreasonable number of units. In the replay it occurs near the bottom right around minutes 20, there are also some units that get stuck in terrain and spin around really fast. | ||||||||
Additional Information | ZK 0.51 | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Relationships | ||||||
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Notes | |
Licho (reporter) 2011-01-14 13:53 |
The slowdown is rather massive. Each time units cant reach desitnation. I noticed 2 real-game ways to make it lag: * make a walled rectangle and then order units to move inside the rectangle (which they cannot due to walls) -> massive lag * make a spire (with terraform in ZK), put some turret on top of it and order group of units to attack it (they cannot reach it due to no range and clump at base causing massive lag) |
Issue History | |||
Date Modified | Username | Field | Change |
---|---|---|---|
2011-01-14 05:21 | Google_Frog | New Issue | |
2011-01-14 05:21 | Google_Frog | File Added: 20110114_143415_TitanDuel_0.82.7.sdf | |
2011-01-14 13:53 | Licho | Note Added: 0006260 | |
2011-02-26 15:29 | Kloot | Status | new => resolved |
2011-02-26 15:29 | Kloot | Fixed in Version | => 0.82.7+git |
2011-02-26 15:29 | Kloot | Resolution | open => fixed |
2011-02-26 15:29 | Kloot | Assigned To | => Kloot |
2011-05-11 02:30 | Kloot | Relationship added | has duplicate 0002426 |