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Messages - jaiaeiararhe

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16
Mods & Development / Re: Improving Warlat
« on: November 14, 2019, 11:12:32 AM »
@Lambchops

Can you modify your plugin so that on init it does nothing, but rather on create game/join game it checks if game has for example "#L1" through "#L255" at the end (is that the max?), then for example if game name ends in "#L3" it sets the latency value to 3, if game name does not contain the special code then it resets the latency back to default. So this way you'd be able to play game with special latency, then join another game with normal latency and it would work on both. Also, when you create/join game with the code on it, make it say the message "Latency patch enabled!" to everyone in the lobby screen before game starts. So if someone doesn't say the message, we know we should kick this person for not having the patch so that the game works. You could do that with simulated keystrokes perhaps, I suppose it should be easy.

So for example join "old ef#L4" --> latency value is auto set to 4. After that join "nwtr" --> latency patch is disabled.

And could you also make it turn the Warlat "extra low" latency setting on automatically in all games so user doesn't need to go to menu? Both regular Warlat and this new patch can be combined for better effects (just tried, it works).

Lambchops, if you're gonna do it, please say so now, if you don't, then I might develop a program which does it myself. I'm just saying this so we can coordinate better.

Additional idea: Enable only if it detects everyone has said the message so it means everyone has it? Also, commands in lobby screen like "!lat 3" so you can change it depending on lag (latency bars? time it takes to change from Orc to Human?) or "!lat off" to disable the patch. Another advantage is you'd be able to turn it on if you see everyone has it, so you don't need to create a special game with limited player pool, but rather everyone joins your game and then you turn on if everyone has it. Maybe even in game commands to change while in game?

@fois
@Lambchops
What do you think about the ping idea? Doable with modifying wsock32 or if iL supplies us with IP addresses from PHP script?

@iL

Once patch development finishes so that it does what I stated above, are you putting it in new War2Combat? And could you make everyone auto update to new War2Combat by PVPGN?

17
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: November 14, 2019, 07:29:03 AM »
@fois

4 bugs with your ddraw OpenGL mode

1) In window mode just alt+tab stays in same window, have to press alt+tab+tab to successfully switch to next window

2) In window mode bnet chat, window lags when moving it around

3) The most annoying one, can hurt gameplay: Sometimes, depending on how you click on the window (maybe depends if mouse locked or not, have to click on it after focusing), alt key stays locked and pressing "Enter" to chat switches between window or fullscreen mode. So you can be playing in fullscreen, building tower, press enter to chat and suddenly it changes to window mode and wastes a few seconds where you can't play.

3.a) Does this mean mouse should just be auto locked and alt key assumed to be off by default instead of caught like that? Why the need to click twice?

4) Sometimes program breaks while in bnet chat screen after trying to join or host a game, the bnet buttons become non-functional and you have to restart War2

And would it be possible to change options so sound plays while the window doesn't have focus?

18
Mods & Development / Re: Improving Warlat
« on: November 14, 2019, 06:38:27 AM »
Amazing job @fois

So if host has different value from player, is there a problem?

Have you seen if it works with no desync if you change the value on both host and player computer?

I tried it and it seems the higher the value is, the more latency there is, so we can have a custom latency setting.

Can it be used together with Warlat "Extra Low" for even lower latency?

In this cause can we also make the program auto enable both LAN and Warlat without user needing to change to high and then back to low?

Of course, Australia will lag when playing with Europe on LAN latency. This already was proven with SC1.

That is why in SC1 they had different latency values depending on game name, "#L2", "#L3"... And the "LAN latency fix", which was player-made, made it so latency was auto changed depending on game name.

So of course we can continue thinking about it even if Australia lags with Europe. This will be highly useful for 1v1 games when you know you're gonna play with someone nearby etc.

And if Australia wants to play with Europe, even though #L1 may lag, maybe #L2 or #L3 won't which is still a lot better than current Warlat!

Given what I stated above, don't you think we should proceed even if there's lag with far away players?

Could even make a program which always runs together with War2, checks if other players have patch installed, pings them before game starts, and then, if everyone has the patch installed, chooses the latency value automatically based on ping.

Keep in mind it's going to be more complex when there's more players.

For example 8 players. All players, including player A and B have low ping to everyone. But there is one exception - A and B have high ping to each other even though they both have low ping to everyone else. In this case high latency should be used or the game will lag!

Also, why would we need Hamachi? We can just change the memory value, it's a much better idea. I have a hunch War2 LAN mode might work differently from latency value 1 on bnet (bnet netcode may work different), so the test results from Hamachi may not even be useful. In any case we should also try 2, 3, 4, 5 etc... If you want to test it just keep Discord on and I will message you there.

P.S. How did you find the value?

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