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Author Topic: Z levels above ground  (Read 1963 times)

Pan

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Z levels above ground
« on: July 11, 2011, 08:05:54 am »

How much lag do the z levels above ground cause?
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MagmaMcFry

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Re: Z levels above ground
« Reply #1 on: July 11, 2011, 10:55:41 am »

None if they aren't used.
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YetAnotherStupidDorf

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Re: Z levels above ground
« Reply #2 on: July 11, 2011, 02:08:15 pm »

I would be not that sure. Famous adamantine elevator with over 2k z-levels above ground had very low fps and I bet amount of z-levels somehow contributed to this.
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MagmaMcFry

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Re: Z levels above ground
« Reply #3 on: July 11, 2011, 02:44:34 pm »

Well, I guess they were used then. Perhaps there was magma or something floating up there? At least the z-lag should be constant, so you should be able to put a few hundred z-levels in without harming your framerate too much. Flying creatures won't pathfind-floodfill your sky failing to find a path to someplace because they test for pedestrian access first. Actually, I don't know how they pathfind when they're currently flying, but flying creatures in need of pathfinding don't occur very often; just make sure to keep your gates open when a goblin siege rides in on giant cave swallows.  ;D
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Nil Eyeglazed

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Re: Z levels above ground
« Reply #4 on: July 11, 2011, 04:12:33 pm »

Adamantine elevator level was bugged in more ways than z-level.  I wouldn't be so sure that z-levels had to do with its framerate problems.

Who knows?
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They Got Leader

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Re: Z levels above ground
« Reply #5 on: July 11, 2011, 07:50:02 pm »

Extra z-levels cause framerate issues, as you still can spawn and move vermin through all of that empty space. Think about it.
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dree12

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Re: Z levels above ground
« Reply #6 on: July 11, 2011, 08:46:53 pm »

Not really. Vermin won't spawn or move into non-existant squares, which those "extra" z-levels are until someone builds on them.
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MagmaMcFry

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Re: Z levels above ground
« Reply #7 on: July 12, 2011, 05:37:00 am »

Hell, I'm just gonna try it out now.
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MagmaMcFry

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Re: Z levels above ground
« Reply #8 on: July 12, 2011, 05:46:27 am »

Ok, finished testing. The upper limit is a mere 100 Z-levels, and they don't seem to have any effect; I embarked on a 40-tile-wide waterfall, it made no difference. Perhaps it will get a little laggy in a cold region (with freezing and such), but as far as I know, z-levels above ground seem to reduce z-levels below ground. Just go ahead if you haven't yet.
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dree12

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Re: Z levels above ground
« Reply #9 on: July 12, 2011, 11:57:41 am »

Ok, finished testing. The upper limit is a mere 100 Z-levels, and they don't seem to have any effect; I embarked on a 40-tile-wide waterfall, it made no difference. Perhaps it will get a little laggy in a cold region (with freezing and such), but as far as I know, z-levels above ground seem to reduce z-levels below ground. Just go ahead if you haven't yet.
The thing is that z-levels above ground don't exist until you try to build on them. It's an optimization toady did in between the 0.28 and 0.31 releases. So they shouldn't cause any lag at all.
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MagmaMcFry

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Re: Z levels above ground
« Reply #10 on: July 13, 2011, 03:22:45 am »

Great!
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