Hi, it´s been a while, so i´m wondering if there is a lagless WASD solution or if there are any working shooter.
Especially: is there a WASD shooter where you see the unit from above , like the olf GTAs? this would rock the battle.net :)
Won't be possible anywhere in the near future to get a lagless direct input game via battle.net. It is the network code that makes this problem, not something we can change in the editor.
I personally am working on a singleplayer (so no multiplayer lag) top-view-shooter though, don't know if it will ever get finished, but I'm very motivated and I think there's a good chance that it will turn out to be a good kit to create some intense and challenging singleplayer maps. Not anywhere in the near future though, I'm not in a rush and I want to provide quality work that other ppl can use if they want to, without shivering in pain because of my shit work ;) I'm aiming for getting the data work and AI stuff done that it feels like a good map until HotS, and look into the level design and UI after the addon.
As soon as I get my new PC somwhere in the next month I'll start a thread here and provide some more information what I am aiming for etc. with videos.
Also there is an multiplayer FPS game somewhere on this site which looked very ambitious and started recently. I doubt they overcame the lag problem, but the project itself looked quite good. I forgot the name sadly.
It's not possible engine-wise. Lagless movement would meen the calculations should be done client-side before server-side, and with the way SC2 is made, almost everything is calculated server-side only and data is then posted back to the client (that's where the lag/delay comes from).
Changing this to a more client-side model would make cheating much too easy, so I would not count on Blizzard changing this.
What you might be able to do though, this is the way other games without delay is made, like Counter Strike, is to fake the movement client wise at the same time, or before data is sent to the server to be validated. Maybe through data you can move the actor (actors have no effect on the actual game-play and is therefore most likely not stored by the server). You would probably have to remove the unit under WASD movement, and use an actor only. I am not sure this is possible at all, but logically this should be possible engine-wise, but I'm sure Blizzard has putted limits to the data-editor for such advanced stuff.
Anyways, lag-less means "client - > update unit pos", lag/delay means "client -(delay)> server -(delay)> client -> update unit pos"
damnit, its a shame that it isnt possible. when do the lags start on battle.net. with 1 player? with 2 or 3 ? or with more than 3?
so... lets wait for HOTS :)
As soon as you have to communicate with the server it will lag.
The number of players doesn't play a significant role I guess (but it might be the case that the server responds to the player with the lowest ping, so if someone has a shit ping it will be shit for everyone in the game).
edit:
And btw I don't think they will change their network code for HotS. But we can hope I guess :) It would give so many possibilities of new maps that would instantly be a lot more fun. Like car racing, direct input RPGs, Shooters etc.
But I think it would be very complicated to let a player choose how the server communicates with the map, because they won't change how it effects the standard RTS type of SC2. I doubt they can/will change anything with HotS.
i saw it once on sc2mapster that someone used different abilities for different directions. but i dont know if it will cause the same lag... this overgrows my knowledge of the editor pretty much :
another thing: the mouse tracking system... does it cause lags too?
edit: ok i read the whole counterstrike diskussion thread. i think WASD movement is and stays a dream :(
Hi, it´s been a while, so i´m wondering if there is a lagless WASD solution or if there are any working shooter. Especially: is there a WASD shooter where you see the unit from above , like the olf GTAs? this would rock the battle.net :)
@PsychoMC: Go
Nope wait for HOTS thats our best chance. Most likely they will make a campaaign map with this in it and THEN it will become lagless for us.
Won't be possible anywhere in the near future to get a lagless direct input game via battle.net. It is the network code that makes this problem, not something we can change in the editor.
I personally am working on a singleplayer (so no multiplayer lag) top-view-shooter though, don't know if it will ever get finished, but I'm very motivated and I think there's a good chance that it will turn out to be a good kit to create some intense and challenging singleplayer maps. Not anywhere in the near future though, I'm not in a rush and I want to provide quality work that other ppl can use if they want to, without shivering in pain because of my shit work ;) I'm aiming for getting the data work and AI stuff done that it feels like a good map until HotS, and look into the level design and UI after the addon.
As soon as I get my new PC somwhere in the next month I'll start a thread here and provide some more information what I am aiming for etc. with videos.
Also there is an multiplayer FPS game somewhere on this site which looked very ambitious and started recently. I doubt they overcame the lag problem, but the project itself looked quite good. I forgot the name sadly.
@Bommes: Go
damnit, its a shame that it isnt possible. when do the lags start on battle.net. with 1 player? with 2 or 3 ? or with more than 3?
so... lets wait for HOTS :)
It's not possible engine-wise. Lagless movement would meen the calculations should be done client-side before server-side, and with the way SC2 is made, almost everything is calculated server-side only and data is then posted back to the client (that's where the lag/delay comes from).
Changing this to a more client-side model would make cheating much too easy, so I would not count on Blizzard changing this.
What you might be able to do though, this is the way other games without delay is made, like Counter Strike, is to fake the movement client wise at the same time, or before data is sent to the server to be validated. Maybe through data you can move the actor (actors have no effect on the actual game-play and is therefore most likely not stored by the server). You would probably have to remove the unit under WASD movement, and use an actor only. I am not sure this is possible at all, but logically this should be possible engine-wise, but I'm sure Blizzard has putted limits to the data-editor for such advanced stuff.
Anyways, lag-less means "client - > update unit pos", lag/delay means "client -(delay)> server -(delay)> client -> update unit pos"
As soon as you have to communicate with the server it will lag.
The number of players doesn't play a significant role I guess (but it might be the case that the server responds to the player with the lowest ping, so if someone has a shit ping it will be shit for everyone in the game).
edit:
And btw I don't think they will change their network code for HotS. But we can hope I guess :) It would give so many possibilities of new maps that would instantly be a lot more fun. Like car racing, direct input RPGs, Shooters etc.
But I think it would be very complicated to let a player choose how the server communicates with the map, because they won't change how it effects the standard RTS type of SC2. I doubt they can/will change anything with HotS.
i saw it once on sc2mapster that someone used different abilities for different directions. but i dont know if it will cause the same lag... this overgrows my knowledge of the editor pretty much :
another thing: the mouse tracking system... does it cause lags too?
edit: ok i read the whole counterstrike diskussion thread. i think WASD movement is and stays a dream :(