Custom Map #3084: VPAC Stuttle Defense. By: Vertu

Started by AutoPost, April 18, 2022, 08:52:39 PM

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AutoPost

This topic is for discussion of map #3084: VPAC Stuttle Defense


Author: Vertu
Size: 192x120

Brila

No message this time? But... oh! Oh no... Can not wait. :D

Vertu

Quote from: Brila on April 22, 2022, 06:02:34 AM
No message this time? But... oh! Oh no... Can not wait. :D
The map went too smoothly for one. I was able to create this map in less than 12 hours I believe (excluding the creation of new scripts in another CPack). So it caused no trouble for me to rant about or bring up any interesting information.

However, I fixed a bug of the Lancer not being able to be manually destroyed for the next VPAC map.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Brila

Spoiler
Oh so, the change in the fighter behavior after you beat the map, is not intentionally? That was my thinking, showcase of a fighter change without saying a word.
[close]

Vertu

Spoiler
To keep it vague: It's not the Fighter that have been seen before.
[close]
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

This just in:
I have discovered the Rocket Launcher originally coded by Alophox is massively performance inefficient. If exactly 18 are on the map the game will experience a slowdown of about 1/3 the speed it would run without them on the map. Because of this, the next VPAC map, although literally ready right now, has been put on hold as I will now create a new Rocket Launcher unit of my own design.
I suspect the constant mathematical calculations of using things like Sin and Cos constantly is causing the issue. However, since I did not create the Rocket Launcher, only modified it heavily, I don't know the methodology behind Alophox's use of Sin and Cos within the code, or in sort, I don't know the base behavior/working of the Rocket Launcher. This is why I will now create my own.

However, if anyone can find a way to optimize the code, I will be willing to accept it into the VPAC maps I create in the future, even when I finish my own (if I do before an optimized version is found). The Missile Artillery known as the SGML will not be affected by this discovery as being an artillery-class unit, there will almost never be more than 2 on my VPAC maps. Though the fact it takes only 18 Rocket Launchers to ruin everything, I will probably have the entire code not run unless it can fire as 18 causing performance devastation is not far from even "only 1 Rocket Launcher".

Because I have made massive and complex scripts and units, mainly the VAUs, I can use such complex CPacks as a way to confirm, the original code of the Rocket Launcher is the fault. It really is a great unit, but what ever it is doing is a performance hazard that is of an unacceptable level that I can't fix via modification because I don't know how its original workings.

I will provide the CPack for any who wish to try optimizing it. I don't expect much out of this though.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Brila


Vertu

Quote from: Brila on April 30, 2022, 04:06:15 PM
Why not use the modified Mortar instead?
Because rockets are cool and are the only type of weapon that point defense can assault. They are also very long range and use ARG. Or in other words, they cover a roll no other weapon currently does while also being counterable by Lancers. There is a reason they are part of the defense in every VPAC map with modded units around.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.