[quote=“Nopkar, post:26, topic:1214”]alright, spent a couple hours testing the scent map and it’s got my approval. after 2 or 3 seasons in the same spot however the game slows back down to before I applied the workaround.
How far does scent extend on the map? even with a completely undiscovered map it seems like it leaked out of my vision range and just kept going, increasing the calculations exponentially.[/quote]
The scent map is only tracked in a radius 40 square centered on the player, and it never grows beyond that. If a monster checks the scent while outside that area, there’s an override in the access method that returns 0. If there’s something that’s slowing down over time, I’m pretty sure it’s not the scent code. Does the slowdown you’re seeing persist across save/load cycles? In other words, can you start a game, wait through several seasons, see the slowdown, save, exit, restart the game, load, and the slowdown is immediately present?
[quote=“i2amroy, post:34, topic:1214”][quote=“Soron, post:29, topic:1214”]Removing (or at least reducing) that vehicle animation delay actually seems to improve the experience under Linux, which is unusual for LazyCat’s performance suggestions. It seems a little fast when I’m driving at speed through crowded streets, but that might just be because I’m not used to the zombies zipping past like that.
Can anyone think of a reason why that animation delay is beneficial? Because I am actually tempted to open up a pull request which removes that bit of code as being detrimental.[/quote]
I’m fine with removing it. I was a bit puzzled at the animation delay myself when I first found it in the code, and there recently was a forum post in the Bay12 Cataclysm thread with a poster who was requesting how to remove that particular animation since they didn’t want it slowing down their game, so I’m all for it.
Also while I don’t agree with some of LazyCat’s other stuff, I do agree with the fact that we should probably make it so that rain stops when the player isn’t doing anything (though I might not agree with his implementation, I haven’t checked it out yet). It’s a little akward to watch the rain change speeds as I draw upon more game power and then speed back up again while I’m not moving and time is supposedly stopped.[/quote]
How about adding an animation delay option? setting to 0 would disable the delay, and otherwise it would scale all of the animation delays.
We can either disable the animation, or perhaps throttle it when doing something that takes a long time, like we do with map redraws.