Hm, I should have paid more attention to the thread.fcas3t wrote:No, I won't be changing this. (The only change I'm interested in for DER is if someone else figures out a workaround for the GZ engine edge case bug discussed in a prior post.)
I can try helping you with that, though .
By the way, do consider putting your stuff in GitHub so others can fork it and make pull requests too! This honours contribution :)
I don't mean fluid as in performance; but rather that there is a slight delay between each monster or group spawned, when they spawn, rather than them spawning all at once. Although paying more attention to the spawns, it seems this may already be the case!fcas3t wrote: I always use DER for my gameplay (changing der_chance to accomodate the wide variety of map difficulties) and it's performed just fine on many maps, including some large ones. Reinforcement spawning has always been fluid.
In my many hours of playing with DER, I've only experienced one noticable lag spike in GZDoom, which may have been caused by something else. The most important factor for lagging is the power of your PC. Another factor is other mods you're using and the scripts they run.
Performance is fine. It stutters a tiny little bit when it spawns, but I do use it with GZDoom so maybe that is related. I don't think it is a big deal. I can live with it.
Also, I, too, always use DER! :D
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Ooh, another thought. Maaybe you could add a sanitycheck for whenever maxdistance is smaller than mindistance (which it should never be), which would then resort to using 0 for mindistance instead. Maybe do that for other min/max CVar pairs too. Shouldn't be too difficult. Plus it makes temporarily switching spawns to happen right next to you, for example for debugging purposes, a lot easier!
Then again it's a bit of a niche thing so don't bother too much about it. If I end up feeling the need of it much, I'll do a pull request. Assuming you have gittified your mod by then!