Staredit Network

Staredit Network -> Concepts -> A Lag Detection Test
Report, edit, etc...Posted by DemonicDragon on 2004-07-26 at 12:10:04
As the description stated, this little concept of mine was one that came up while I was talking with Tuxedo-Templar. The whole point of this is that is somehow scans the current lag and on some sort of built-in scale, adjusts each and every trigger (mostly it would be wait times) so that the map runs the same as if there was no lag.

This would probably be best for maps where the bgm is suppose to be in-sync with the action going about the map.


I gotta state that I am at a loss for ideas... anyone out there have a reasonable idea for producing this?




btw: Hi all... some know me, many don't... let's just say that I'm here to push StarCraft to it's limits.
Report, edit, etc...Posted by BeeR_KeG on 2004-07-26 at 12:15:44
Either I think it's not posibble, i think it's way difficult and complex or I just didn't get it.
Report, edit, etc...Posted by EruIluvatar on 2004-07-26 at 12:39:40
Well if you wanted to, and this is coming from someone who is average (lol it might show), if its too fast/slow, do a bring unit to a beacon, and then that sets a switch which in turn, instead of using ur normal trigs, activates a set which is identical except for the waits. you would have to use switches alot methinks. There's a basic idea. Didn't think about it much; ho does it sound?
Report, edit, etc...Posted by PwnPirate on 2004-07-26 at 12:44:09
There is a lag detector, Make a beacon for someone to go on that says lag detector, then make it so that the game pauses for 5 sec, and unpause, the lagger will show XD! Only one thing, I dun have an idea for the sync thing.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-26 at 13:33:12
The pause trigger does not work in multi player.

When you say lag detector your refering to checking with the triggers if or how much lag the map has right?
Report, edit, etc...Posted by Shmeeps on 2004-07-26 at 13:53:57
I think the only way to do that would be to use a beacon type deal to set a switch to alter the wait times. Also, if the wait time was decreased, it would go faster, but the lag would still make your people move slower, so your only speeding up the actions.
Report, edit, etc...Posted by EruIluvatar on 2004-07-26 at 14:06:36
QUOTE
I think the only way to do that would be to use a beacon type deal to set a switch to alter the wait times. Also, if the wait time was decreased, it would go faster, but the lag would still make your people move slower, so your only speeding up the actions. 


That's what I said, isn't it?
Report, edit, etc...Posted by CaptainWill on 2004-07-26 at 17:28:28
By the way, saving doesn't catch out people with laggy connections, it simply picks out slower computers because they take longer to save the game.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-26 at 18:37:12
QUOTE
Either I think it's not posibble, i think it's way difficult and complex or I just didn't get it.


The latter is the truth. It's very complicated, but this is how you would do it.

Have a narrow strip of land with a comp unit at one end.

----------------------------------------------

Conditions:
-starting lag detection

Actions:
-Order Zerg Zergling owned by P8 at "lagdetect-start"; Move to "lagdetect-end"
-Wait for 2500 milliseconds
-Set Switch "end lag detector"

----------------------------------------------

Condtions:
-"end lag detector" is set
-P8 Commands at least 1 zergling at "lagdetector-moved1"

Actions:
-Move All Zergling for P8 at "lag detection area" to "lagdetect-start"
-Set Death counter to 10 (highest lag)

----------------------------------------------

Condtions:
-"end lag detector" is set
-P8 Commands at least 1 zergling at "lagdetector-moved2"

Actions:
-Move All Zergling for P8 at "lag detection area" to "lagdetect-start"
-Set Death counter to 9 (higher lag)

------------------------------------------------

Condtions:
-"end lag detector" is set
-P8 Commands at least 1 zergling at "lagdetector-moved3"

Actions:
-Move All Zergling for P8 at "lag detection area" to "lagdetect-start"
-Set Death counter to 8 (slightly higher lag)

------------------------------------------------

ETC, ETC, ETC for locations on though 10 and counters 10 - 1

Locations Used:
- "lagdetect-start" Start area at top of strip of land"
- "lagdetect-finish" End of strip of land"
- "lag detection area" area of stril of land
- "lagdetector-movedX" small locations, leading from start to finish.


You would have to balance the wait time and number of lag detector locations given actual lag. Lag detector returns a counter showing lag. Create a set of triggers, one for each lag state.
Report, edit, etc...Posted by DemonicDragon on 2004-07-26 at 19:16:25
bolt head... you put it better than I could have... blast my ways for explaining complicatedly...

DT_Battlekruser: Nice idea... but what happens when the drop players window appears? would that throw the detector off?
Report, edit, etc...Posted by BeeR_KeG on 2004-07-26 at 19:17:42
Probably not.
Drop window is like a wait. The whole game stops so it won't affect it.
Report, edit, etc...Posted by Mune'R0x on 2004-07-27 at 01:41:00
QUOTE(CaptainWill @ Jul 26 2004, 04:28 PM)
By the way, saving doesn't catch out people with laggy connections, it simply picks out slower computers because they take longer to save the game.

Ever notice how when someone lags in a game and then the host saves it? Then the person who was lagging ends up lagging more?
Report, edit, etc...Posted by Shmeeps on 2004-07-27 at 01:53:05
There is no way you could adjust it though. Even if you decrease the wait, that'll just make it faster, but the speed at which the units move, and how fast they recieve commands ect. can't be changed, you could speed up the map but that would make it harder.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-27 at 02:08:00
QUOTE
There is no way you could adjust it though.


I mean you can adjust it for your needs and it will still work. You can change wait time and number of locations to what suits you best and it will still work.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-27 at 02:32:39
I was thinking of something more along these lines.

Same strip of land DT described.

Player 8
Conditions:
-Current player brings at least one men to location ‘start’
Action:
-Order all men owned by current player at start to move to end.
-Set custom score to 1
-Preserve Trigger

Player 8
Conditions:
-Current player custom score is at least 1
Actions:
-Add one for custom score for current player
-Preserve Trigger

Then when the player reaches the end the amount of minerals he has depends on if he is moving full speed or not. Lower the number higher the performance speed.

It may not work perfect for lag but it can sure detect game speed lol.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-27 at 02:37:25
Owned again by bolt except for one small thing. All wait blocks and iun-game timing are relative to game speed. So even if you are on "slowest", you will still get the same reading as you would do on "fastest".
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-27 at 02:46:42
Waits execute at the same speed no matter what game speed your playing. Units however move at different speeds.

A good example of this is SWW's Crystalline Defense, Play it on something other than fastest and the game will crash when you make a cannon. The game crashes because it disables the cannon X milli seconds after the player spent the ore to create it. On slower game speeds the cannon builds slower so it will become disabled too soon.
Report, edit, etc...Posted by DemonicDragon on 2004-07-27 at 10:44:12
try playing a bound map on slowest... or even worst... the don't stop moving map... (it makes them impossible)
Report, edit, etc...Posted by Tuxedo Templar on 2004-07-30 at 23:25:08
Really? I thought it would be easier to react to things if they're moving slower.

Anyway, what about elapsed scenario time or countdown timer? Is there a way of testing benchmarks (like a unit's progress along a strip, hyper trigger stages, wait action completion, etc.) according to that?
Report, edit, etc...Posted by Kejardon on 2004-07-31 at 01:59:21
Waits operate at real time (how long it is to the player)
Elapsed time and Countdown timer operate at game time, which is about 2/3 of fastest. E.g. Triggers will activate 12 times in a second according to waits, and 8 times in a second according to elapsed and countdown.

I doubt there's a way to detect lag, unfortunately. :/ It doesn't really mess with any part of the game engine, it just makes everything slower.

Oh, BTW:

QUOTE
By the way, saving doesn't catch out people with laggy connections, it simply picks out slower computers because they take longer to save the game.


That's generally who lags nowadays. Pretty much everyone has a good enough connection to the internet.
Report, edit, etc...Posted by Death_Kid25 on 2004-07-31 at 05:39:56
no one has a bad connection to the internet anymore? im using a 56k to play my games and its slower then a snail! and the people who lag in my games are 36.6k and below and alot of the time some dude who doesnt know how DSL,ethernet T1, or T3 work and messes it up. anyway my point was i use crappy connection and yet i beat some of the better ones =/ and i was thinking of getting better connection.
Report, edit, etc...Posted by Stereo on 2004-08-02 at 16:40:14
Depending on the computer, it can cause lag though, but generally not enough to pop up the "drop players" box, just enough to slow units down.
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