Hey, I did my own comparison using the hot keyed unit abilities (skill buttons) to capture the movement inputs and as well as key pressed events twice now. I first tested this a few months ago after I posted this idea on the forums and didn't get any responses. I tested it out again today with 4 people toggling between the two systems in game (on my map). Honestly, there was no noticeable or measurable difference either time. If anything the hotkey method is more annoying because it keeps playing that damn noise, and it clutters the screen because you can't disable that part of the UI. I guess the only way to test it fully would be to do it with a full lobby and toggle between the two in game. I'm willing to help test this out with a full lobby just pm me with time you want to test and I'll be on if I'm not working.
Besides that, your shooter is looking great, love the custom weapon models and new terrain :P, looking forward to fragging you.
As a matter of fact, our system is neither of those. It's wierdly (Is that a word?) toggle-based. You tap a key once to toggle movement in that direction on, and press the opposite key the untoggle the movement. There is basically no delay.
I think there is a lot of confusion between latency and lag here. I tested the game with them a few times, and I would like to explain.
Latency is the unavoidable delay between input and reaction (I press W, how long until I move forward?) caused by connection speed and BNET's inherent slowness.
Lag is when a computer can not handle the amount of tasks it is being given in real time, and thus slows down the game to compensate (often causing stuttering of the screen and a "blank is slowing down the game" message).
This map avoids lag by using the data editor for WASD movement. Because Triggers do not discriminate against what key was pressed, if a single "key pressed" event is used, then network traffic is generated every time ANY key is pressed. Which may cause lag on slower connections/computers.
Comparisons between trigger/data WASD movements are proving that latency is unavoidable. This map is avoiding lag, not latency, with all its special considerations.
From playing the game, I can tell you that they have achieved what they have set out to do. There is very little lag, although there is the standard latency. While annoying, the latency was much more bearable than any lag would have been.
SO im am a pretty dam good terrain desgner and pretty decent with trigers, custom values ect, libarys but i was wondering will this be a kind of areana where player fight each other? Or like A Rpg? Check out my work itll be outr tommorow. LOkk up FightCraft.