how feasable would it be to make a standalone path generator that uses the same code as spring that can be called from the lobby?
so while we're waiting for an hour between games we can generate all the path files so we don't need to wait when we're actually about to play the game.
standalone path generator
Moderator: Moderators
Re: standalone path generator
Or you could just launch spring on the map. And how often do you actually wait that long on a new map?
Re: standalone path generator
Modify your lobby client so it runs 'spring /minimize /quit 1' while the battle isn't started, or something.
I suppose a commandline option /onlygeneratepath may be nice though.
I suppose a commandline option /onlygeneratepath may be nice though.
Re: standalone path generator
theres a script.txt tag that makes spring quit after a certain amount of time. Start it minimized and make it quit at 0 and itll load and autoquit in the background
Re: standalone path generator
Sorry, but the new multithreaded pathing takes no time...
Re: standalone path generator
That's BS and you know it. I don't care how many cores you have, if it takes 'no time' you're either using too fast of a processor to care anyway, or you need to try a bigger map.
Re: standalone path generator
Pathing does take time but as a one off thing per map its not neccesary imo to make a standalone path generator.
i path maps 2-3 seconds (big maps) but i got a quadcore 3.6
My laptop is a dualcore 2.4 and it path's in 5-8 seconds (big maps)
i path maps 2-3 seconds (big maps) but i got a quadcore 3.6
My laptop is a dualcore 2.4 and it path's in 5-8 seconds (big maps)
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: standalone path generator
sometimes it takes quite awhile and by the time i get in game people have already started without me.lurker wrote:Or you could just launch spring on the map. And how often do you actually wait that long on a new map?
for some reason it often generates paths for maps i've already played.
great if you have a multicore cpu, not so great if you don't.zerver wrote:Sorry, but the new multithreaded pathing takes no time...
i'm using an athlon XP 2000+ and athlon 64 3000+ and it can take more than a minute sometimes.
i might have a play with making a command line option to just generate paths.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: standalone path generator
paths are tired to the unit's movement types ( dunno if 100% the right term but i think it gives the idea of what it is ), so if the mod changes certain values related to how unit move, the path caches are invalidatedthesleepless wrote: for some reason it often generates paths for maps i've already played.
EDIT: taken out unrelevant part of quoted text
Re: standalone path generator
Psst, there's a reason this forum doesn't bother marking edits in the last post of a thread.
Re: standalone path generator
Make a bat file that starts spring with every map and insta-quits...
Edit: Oh, BTW if pathing really takes that long it might indicate you are trying to play a map that is bigger than your 286SX can handle.
Edit: Oh, BTW if pathing really takes that long it might indicate you are trying to play a map that is bigger than your 286SX can handle.