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Gamesetup - Adapt population limit to the number of players
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Authored by ffffffff on Mar 18 2017, 3:19 AM.

Details

Summary

we already know well when populcation cap is best at which playersize
autoselect and popcap to playersize want to see
and show as tooltip below as advice
(no trac now, philip not answer for pw)

Test Plan

test autoselection in realworld

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Event Timeline

ffffffff created this revision.Mar 18 2017, 3:19 AM
elexis requested changes to this revision.Mar 18 2017, 3:27 AM

Autoselection might be preferable over showing a tooltip indeed. Thanks for addressing this actually. You are right that many players complain about the lag when not limiting the population capacity.
The same is true for mapsizes btw, but less prevalent as bigger mapsizes are rarely chosen (while the default pop cap is... set by default)

gui/gamesetup/gamesetup.js
171

would be preferable if we could compute this from the pop cap options on the fly, so that it will work too when we increase the playerlimit.

428

its not only relevant in multiplayer games - even more so when playing with bots!

430

translate + sprintf

This revision now requires changes to proceed.Mar 18 2017, 3:27 AM
elexis retitled this revision from im still very anoid by lag due to wrong population cap in playersize in networkable games to Gamesetup - Adapt population limit to the number of players .Mar 18 2017, 3:29 AM
elexis edited the summary of this revision. (Show Details)
ffffffff updated this revision to Diff 843.Mar 18 2017, 3:44 AM
ffffffff updated this revision to Diff 844.
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mimo added a subscriber: mimo.EditedMar 18 2017, 11:36 AM

Personnaly, i hate when some settings are changed on my back while changing another setting, and such a change would need an option to be disabled. For example, i think adding a dropdown option for default setting of popCap with { 100, 300, 500, "depending on number of players" } would be ok.

we already know well when populcation cap is best at which playersize

I don't know :-)

Agree that persisting settings is preferable. (Mostly people play random maps, setup teams and civs, victory condition, then decide to select a different map. Would be bad if those accepted settings would be overwritten then, as they are with scenario or skirmish maps).

But also agree that it's bad if people start a 300 capped game with 8 players, reach 8*300 pop and then get an unplayable game with lag of doom.
8*100 pop was basically the most that the engine could support up to Alpha 18.
Then with Itms new pathfinder in Alpha 19, 8*150 had become the new limit.

Perhaps we could just show a Yes/No message box for the host on attempted gamestart saying that it's too much pop for the engine?
Remember we also have some alpha hints somewhere saying that the game lags with too much pop because it's in such a terrible alpha state ;)

maybe just tooltip for now until any last changes on gamesetup happened to a22, so we have some hint now?

maybe yes/no message box later (step)?

gui/gamesetup/gamesetup.js
171

idea for function?

428

for bots im not sure about the values

It is true that its not set in stone that it has to lag if exceeding those numbers. It is typically starting to lag when massing a lot of units in a small area (they bump into each other often, then they need new paths again).
For bots, the numbers are similar in my experience. However we should do actual testing, starting games with deathmatch resources and those population figures, comparing them to matches exceeding those population counts.

If we can conclude that this is true on average, I think a yes/no hint when launching the game plus a tooltip would help preventing lag of doom games for people who are not aware that this should be limited.

The same is true for very large mapsizes btw. and mgiht receive an equal treatment.

In D232#12395, @elexis wrote:

It is true that its not set in stone that it has to lag if exceeding those numbers. It is typically starting to lag when massing a lot of units in a small area (they bump into each other often, then they need new paths again).
For bots, the numbers are similar in my experience. However we should do actual testing, starting games with deathmatch resources and those population figures, comparing them to matches exceeding those population counts.

If we can conclude that this is true on average, I think a yes/no hint when launching the game plus a tooltip would help preventing lag of doom games for people who are not aware that this should be limited.

The same is true for very large mapsizes btw. and mgiht receive an equal treatment.

y and if dont get confident numbers we can say as tooltip it might/can lag due to high population and/or mapsize.. ive seen we already have a tooltip at mapsize onmouseover put not at poplimit, maybe should, say ther it also depends on popcap but maybe having some numbers to advice is allover the best.xD

This revision now requires changes to proceed.May 16 2017, 1:50 AM
elexis abandoned this revision.Jul 9 2017, 2:21 AM

We have barely noticeable orange warning tooltip when hovering a population that exceeds 8*150 or a large map in D505.
We could escalate a bit further and add a warning box before starting the game.
Feel free to pick this patch up again in case you insist on adding that checkbox (new players will probably run into lag of doom without it. Other players might never run into it if everyone is dead before that pop is reached).