QUOTE (Lin Kuei Ominae @ Aug 11 2009, 10:29 AM)

My assumption is, that for every tick the gclock2.shp is drawn on the built building, the darken.shp is drawn on every other building. Since TS has by default no hardware acceleration and transparent anims (like gasclouds) can cause lags ingame too, i assume that drawing in a short time 55 times a transparent layer on all cameos is too much for the engine.
And your tests have shown, that minimizing the transparent drawing work for the engine, reduces the lag what supports this assumption.
That's why i think the only way to fix this would be a code optimization, but i'm not sure if Hyper can go that deep in the code.
e.g.
-draw darken.shp only once on all visible cameos in the sidemenu when the construction has started
-update cameos with the darken.shp which appear in the sidemenu after scrolling upwards/downwards (and only those new cameos)
-when construction is finished, update all cameos to show the non-darked cameo again.
-adjust the number of shown frames from gclock2.shp concerning the cost and buildspeed of the current building
(100 Credits building shows only 4 frames
1000 Credits building shows half the frames
2000 Credits building shows all frames)
Im gonna just hit on one line you said,
"That's why i think the only way to fix this would be a code optimization, but i'm not sure if Hyper can go that deep in the code." Correctomondo, this is something you modders are gonna have to fix until i fully undersand how SHP drawing actualy works.
Though people have said that the "RA2"
DDRAW.DLL seems to stop this...