From ffd62e08d886324e365eced842a38169a7ba5089 Mon Sep 17 00:00:00 2001 From: wraitii Date: Fri, 11 Jun 2021 06:38:16 +0000 Subject: [PATCH] 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. --- binaries/data/mods/public/maps/random/corinthian_isthmus.js | 6 +++--- binaries/data/mods/public/maps/random/lorraine_plain.js | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/binaries/data/mods/public/maps/random/corinthian_isthmus.js b/binaries/data/mods/public/maps/random/corinthian_isthmus.js index aed81d3dbf..bb0b51a2f8 100644 --- a/binaries/data/mods/public/maps/random/corinthian_isthmus.js +++ b/binaries/data/mods/public/maps/random/corinthian_isthmus.js @@ -83,7 +83,7 @@ var riverStart = new Vector2D(mapCenter.x, 0).rotateAround(riverAngle, mapCenter var riverEnd = new Vector2D(mapCenter.x, mapSize).rotateAround(riverAngle, mapCenter); createArea( - new PathPlacer(riverStart, riverEnd, riverWidth, 0.2, 15 * scaleByMapSize(1, 3), 0.04, 0.01), + new PathPlacer(riverStart, riverEnd, riverWidth, 0.2, scaleByMapSize(0.3, 1), 0.04, 0.01), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4)); g_Map.log("Creating small puddles at the map border to ensure players being separated"); @@ -111,7 +111,7 @@ createArea( passageEnd, passageWidth * 2, 0.2, - 3 * scaleByMapSize(1, 4), + scaleByMapSize(0.2, 0.4), 0.1, 0.01, 100.0), @@ -131,7 +131,7 @@ createArea( passageEnd, passageWidth, 0.5, - 3 * scaleByMapSize(1, 4), + scaleByMapSize(0.2, 0.4), 0.1, 0.01), new MultiPainter([ diff --git a/binaries/data/mods/public/maps/random/lorraine_plain.js b/binaries/data/mods/public/maps/random/lorraine_plain.js index 24ab6b6a25..6df015950e 100644 --- a/binaries/data/mods/public/maps/random/lorraine_plain.js +++ b/binaries/data/mods/public/maps/random/lorraine_plain.js @@ -104,7 +104,7 @@ var riverPositions = [ g_Map.log("Creating the main river"); createArea( - new PathPlacer(riverPositions[0], riverPositions[1], scaleByMapSize(10, 20), 0.5, 3 * scaleByMapSize(1, 4), 0.1, 0.01), + new PathPlacer(riverPositions[0], riverPositions[1], scaleByMapSize(10, 20), 0.5, scaleByMapSize(0.5, 2), 0.1, 0.01), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4), avoidClasses(clPlayer, 4)); Engine.SetProgress(25);