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Most flag mutators use a pre made template for custom flags. This template is inherently flawed as it replaces the texture of the flags in the game but in an extremely inefficient way, hence why most flag mutators are laggy.
Here's a step by step process on the template does:
1. Loop through all the capture points on a map
2. Loop through all the flag textures
3. If the texture should be applied on that capture point, apply it.
The above steps happen every single frame. Which means, if you have 100 flag textures and 5 capture points, the code is running 500 operations every single frame.
In this framework, flag textures are set only whenever a team captures a point. So the only time you'd reasonably get lag from this mod is when a point is captured, however this operation happens once only as opposed to the 500 operations every frame from other mutators. Otherwise, you just need to have a reasonable amount of ram for the amount of flag textures that are installed.
It shouldn't, I've used it on EA32.
That's alright, I can wait like usual. I remediated the issue by just using the base game's team colors instead.
I’ll look into it when I have time but unfortunately I’m really busy atm with personal stuff