Speed up Corinthian Isthmus / Lorraine Plain RM generation
Both maps were using extremely high smoothness setting, that did nothing but lag extremely. Differential Revision: https://code.wildfiregames.com/D4150 This was SVN commit r25770.
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@ -83,7 +83,7 @@ var riverStart = new Vector2D(mapCenter.x, 0).rotateAround(riverAngle, mapCenter
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var riverEnd = new Vector2D(mapCenter.x, mapSize).rotateAround(riverAngle, mapCenter);
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createArea(
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new PathPlacer(riverStart, riverEnd, riverWidth, 0.2, 15 * scaleByMapSize(1, 3), 0.04, 0.01),
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new PathPlacer(riverStart, riverEnd, riverWidth, 0.2, scaleByMapSize(0.3, 1), 0.04, 0.01),
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new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4));
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g_Map.log("Creating small puddles at the map border to ensure players being separated");
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@ -111,7 +111,7 @@ createArea(
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passageEnd,
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passageWidth * 2,
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0.2,
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3 * scaleByMapSize(1, 4),
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scaleByMapSize(0.2, 0.4),
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0.1,
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0.01,
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100.0),
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@ -131,7 +131,7 @@ createArea(
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passageEnd,
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passageWidth,
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0.5,
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3 * scaleByMapSize(1, 4),
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scaleByMapSize(0.2, 0.4),
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0.1,
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0.01),
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new MultiPainter([
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@ -104,7 +104,7 @@ var riverPositions = [
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g_Map.log("Creating the main river");
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createArea(
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new PathPlacer(riverPositions[0], riverPositions[1], scaleByMapSize(10, 20), 0.5, 3 * scaleByMapSize(1, 4), 0.1, 0.01),
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new PathPlacer(riverPositions[0], riverPositions[1], scaleByMapSize(10, 20), 0.5, scaleByMapSize(0.5, 2), 0.1, 0.01),
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new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
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avoidClasses(clPlayer, 4));
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Engine.SetProgress(25);
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