i've said about delays in singleplayer scirmish months agoZi-Chan wrote: I wonder why not everyone experienced that problem.
but it hard to proof if delay longer 200ms
i've said about delays in singleplayer scirmish months agoZi-Chan wrote: I wonder why not everyone experienced that problem.
Cyp wrote:It was af5f329fa2315e567e45a648603fbefd8d51277e, like you said (although better to fix it, than to just roll it back). The JS API thing is different (minor) issue.zany wrote:oh is that what broke the game? I thought I got lucky and found the problem even though I don't really know what that stuff meansaubergine wrote:Also, orderDroidStatsLoc() still hasn't been removed from the JS API (it has in master, but not tagged for beta 5).
are you sure that is 200ms and not 20ms? there is no difference at all that I can tell or do you need a really slow machine or slow gfx card or something to be able to tell?cybersphinx wrote: [*] Fix: Reduce unit delay by 200 ms
Yes. If you slow down the game enough, it shows the time in ms, and you can measure that it's always between 200 and 300 ms. It used to always be between 400 and 500 ms before. They always start moving when the game time is exactly 2 ms plus a multiple of 100 ms, for example, at 1:23:45.602, or X:XX:XX:X02 in general.zany wrote:are you sure that is 200ms and not 20ms? there is no difference at all that I can tell or do you need a really slow machine or slow gfx card or something to be able to tell?cybersphinx wrote: [*] Fix: Reduce unit delay by 200 ms
seems they testing it carefully nowzany wrote:was there another problem found and that is why we don't see a beta 6 yet?