A big thank-you for zszwg!

A big thank-you for zszwg!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

A big thank-you for zszwg!

Post by Argh »

Hey, I wanna make this public, because the results have been so good thus far!

Basically, using zszwg's optimizations to get rid of MotionControl, and doing a few other things (NanoBlobs is not even close to being fully optimized on the scripting end... yet), I've cut down the scripting load of NanoBlobs from 15% or so at full load... to this:

Image

At any rate, thanks for teaching me a new way to look at certain issues, zszwg! Very useful :-)
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Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

good work!
Optimizations are allways superb!
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Excellent, now my 2.4 Pentium 4 won't cry / explode in angst when there's a ton of fighting going on :p.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Yay, no more playing games at 0.2 speed cause of lagging CPUs! And he even tested on my map!
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Image
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yes, Zw..ss....gs....something.... is quite the helpful supergenius. So generous. What a GREAT GUY!!! He is, in fact, the paragon of excellence. (now can I have some help with gem? :P)
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

zwzsg is definitely a legend :wink:
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I will now mysteriously disappear, so my legend can grow and bloom!
But fear not, for one day I shall return.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

zwzsg wrote:I will now mysteriously disappear, so my legend can grow and bloom!
But fear not, for one day I shall return.
Gah! That's what they all do!
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

You know, a bit of a tutorial or guide on how to optimise scripts would probably be a nice thing to have. :wink:
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Zwzsg, without his secret message being hidden wrote:I will now mysteriously disappear, so my legend can grow and bloom!
But fear not, for one day I shall return.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Bah, he'll be back tommorow. :P


Argh, a scripting optimizationwriteup *would* be pretty nice for all teh rest of teh modders out there ^^
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

<shrugs> I will be documenting all of this stuff when I get NanoBlobs thoroughly cleaned up. The first step was getting rid of the initial looping. I need to try to get zszwg to explain how he "protects" aiming scripts.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Condoms.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yes. No. Maybe.

Hey look, I just invented quantum computing!

... waitaminute... that was offtopic even for me, lol...
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

can we have an example, how he optimized the scripts (i mean can we see a script before and after), so modders can try to script units right from the start better and save performance.
I know a bit of programming and some kind of optimization, the problem is that i dont know where optimization is required or not.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Dragon45 wrote:Condoms.
LOL!!

ALWAYS practice safe scripting techniques!
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