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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @SouLCarveRR: Go

    I did 2 changes:

    • don't use "any stage" thx
    • and add 0.1 sec cool down for the ability:10 executiton in 1 sec. I think that is the easy way

    http://www.sc2mapster.com/maps/avogatros-lag-free-tps-engine/files/3-avogatros-lag-free-tps-engine-wasd-1-2/

    I observed some engine, which disable mouse down trigger after mouse down. And I think why don't they do the same with keypress?

    Just make a bool array for stats and use that trigger condition, to check the vars. I mean the trigger condition should be faster. Try see it from the SC2 engine coder prospective.

    Why do he implement that and the posiblility to use if then else as action?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @SouLCarveRR: Go I am glad that u decide to do your own system.

    About strafing

    I can't detemine the speed vector every 0.01 sec and change it using my cam direction, like or .

    And I need the posibilty to run back and shoot forward at the same time.

    About multi direction controls

    U can do it with a keydown event not with an ability trigger.

    Quote from SouLCarveRR: Go

    ok yeah using "stage - execute" fixes that "massive fucking lagg" but it still lags bad.... gonna add some on/off waits to the triggers and see if that helps... though that makes it so it wont handle multiple players.

    I use Unit - Any Unit uses Left at Effect3 - Cast stage (Ignore shared abilities), I mean basicly u are right

    Posted in: Trigger Libraries & Scripts
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @SouLCarveRR: Go Well...

    U need to tell me, what strafing means for u:

    • Move and automatic shoot other unit like Starbattle?
    • Or Like quake3 defrag or warsow race, move faster using the right camera angle between view direction and moving direction?
    Posted in: Trigger Libraries & Scripts
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @s3rius: Go

    OK,sry, I didn't express myself cleary.

    This is faster then other trigger driven engine.

    This is as fast as pure data-driven systems.

    This allows a 360 degree movement, more then a pure data-driven system can do.

    It is better then a pure data-driven system.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Using unicode characters in dialog labels

    @Vermore: Go

    create some TEXT Variable. and use it ( TEXT is not String )

    If u do dynamic dialogs, use a array for Text.

    Wiki page for Text

    Posted in: Galaxy Scripting
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    posted a message on What makes an epic space game for you?

    If blizzard allow multiplayer map switch. U can make some warpholes :D

    @Reaper872: Go If this is a coop or single player why not. But single player and coop games dont live long

    Posted in: Project Workplace
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    posted a message on What makes an epic space game for you?

    The average SC2 Player has an apm of 80. could think about 2 different things (micro macro) at the same time. Could excute a build perfectly, with the exact timing.

    Abaut void craft i must say, your skill with attachment was OP. But the game is too easy, I need an apm of 10 for that.

    Just farm and upgrade is not enough, and u can't OWN noobs in a OP way. There is no pro in that game, and noobs will not become pros. Because they never get owned.

    I only play games, where I got owned in the first 5 times. Even if a player is pro, he should never have 100% chance to win.

    Because he will give up and play othr player.

    This question is hard as " how to make a popular game" ...

    Posted in: Project Workplace
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD
    Quote from SouLCarveRR: Go

    @avogatro: Go

    Key press events should have the same delay now as ability usage events comming from the command card... or thats what they said in the patch

    if youve seen the "water works" demo youll notice they made an amazing FPS game that suffered too much from the terrible FPS handling of the SC2 engine.

    To be honest Avo..... this engine your presenting here.... will suffer the same playing online... Theres still too much delay for my liking even using abilities for controlling movements Movements tend to get a stutter effect depending on how you have the /move increments set SC2 graphics can get bogged down a bit in FPS view.. with too much going on\

    simple 1-2 player co-op games though sc2 wouldnt be a bad experience.

    U think to theoretical.

    I made 15 player game, so I can test with any number of players. Why do u think, i didn't test my engine on bnet, before I publish it.

    Graphic Test (Single Player)

    and I can tell u now, that with my geforce 260. I got in 1280x720 ultra mode 60 fps, which is max for a lcd monidor.

    IN ANY DIRECTION of the map, there is no fps drop.

    The latest test map is 256x256,it has 18000 terrain footage 600 units and 24 fire doodads.

    I did this map to proof, that lag free play is possible. The single player performance is unbeatable.

    BNET

    the chalenge is always testing, anything i changed need to be tested with a team on bnet. I can tell u that there is no performance drop down with 5 normal players.

    Because the network traffic is minimal. I never used any traffic-heavy function.

    Future Plan

    • test "new" keypress / mouse click event
    • If it works smoothly, i will implement it.
    Posted in: Trigger Libraries & Scripts
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @SouLCarveRR: Go

    U want to tell me, i can use key down and key up + mouse right click with no performance lost?

    I would like to test it out...

    @TheKC: Go

    U can play vector with more then 1 friend? don't tell me u just did a 2 player game.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @progammer: Go

    No offense. U are great, I learned alot from your public maps.

    I know your goal was exploring the limit of data editor.

    But it is the fact that data editor can't get infomation like player camera yaw.

    ( proof me wrong, if u want)

    I can move camera 360 degree and send unit to every degree i want.

    That is why i use trigger.

    @SouLCarveRR: Go

    Data is maybe > trigger, but Trigger ∉ Data Data is more static then trigger.

    About mouse press, blizzard said:

    Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse click they make.

    I don't use keypress, if u have ever opened my map. I use a fake ability.

    I think u should test the map with maybe 15 players. I would enjoy to play with you guys, and test how many player could play lag free, with my engine.

    On EU Map Name: WASD NO LAG Test Map

    Posted in: Trigger Libraries & Scripts
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    posted a message on actor visible for only 1 player

    the problem with attachment on head is, if i jump it looks funny. I need to keep the height ...

    The biggest problem is, performance dont increase using the skybox.

    I changed other settings for better performance.

    U can see the result in my public project

    Posted in: Data
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    @malu05: Go

    Test it with more then 4 players. upload it or find it on EU.

    U can't compare a single player TPS with a multiplay TPS engine. Because that game will lag with 4-8 players normally.

    For a single player game, i can use keydown and mouse click event without any problem.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Avogatro's LAG-FREE TPS Engine WASD

    My engine is optimized for TPS.

    60 FPS by looking directly into 18000 terrain footages.

    without skybox and other tricks

    Posted in: Trigger Libraries & Scripts
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    posted a message on Yet another Chat about TPS/FPS

    Yeah Performance hack

    60 FPS in any direction, in a map full of terrain footage(18000)

    Data -> Camera -> Default Camera ->Initial Parameter ->Farclip = 60

    Who need a fake skybox for that.

    Posted in: Triggers
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