Tria-Studio / Tria-Issues

Public Repo for suggestions and bugs.
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[SUGGESTION] Only starting a map when the player starts moving #140

Closed LOL1ES closed 1 year ago

LOL1ES commented 1 year ago

Playing high performance maps can sometimes lag some devices for a short time after spawning due to the loading, and sometimes the time the game tries to load everything while the character is idle isn’t long enough so it still lags until it’s fully finished.

The problem is that some maps immediately require difficult platforming while the game is still loading everything making precision and timing much harder.

My idea is that the map doesn’t start (flood, timer or music. There might be more I haven’t listed) until the character starts moving or exits a ‘safe zone’ like the beginning of Electron Memories does.

This feature could be private server exclusive since it would be basically useless for public servers as people usually play on powerful computers anyway. But for people playing together in private servers, it could be that once one person moves, the map starts.

This is a very rough idea, and I know basically nothing about coding or building so I don’t know if it would cause any issues, or be too hard to implement.

Hopefully you consider adding this, but is perfectly fine if not.

LOL1ES commented 1 year ago

I have just noticed that this suggestion was already planned at #20 and most likely already implemented a while ago, but I’ve still been lagging at the start of Endzone, But is then fine after a bit. So while my device can handle it, it can’t handle it immediately after spawning. So I feel like letting the player choose when to start could help so they can start after the spawn lag (however I’m unsure if the spawn lag is because the game starts, or that it hasn’t finished loading). I’m also suspecting it could just be an Endzone issue (especially with all the errors at the beginning)

the video below is an example of what I mean (file was too big) https://youtu.be/2xd4w1s9df0

GlowingUmbreon commented 1 year ago

Looks like it might be a issue with fusion alerts actually. Looking at the video the lag happens when the errors show up and disapear. Alerts was rewritten in 0.9.2 so maybe that will work better.

LOL1ES commented 1 year ago

The thing is, it also lagged on the old version of endzone due to the part count. The error just amplified it.