I saw, as I expected, that you turned enough to crash into your own barrier. The final camera angle confirms this.
Part of the issue here is the minimum 250ms latency battlenet imposes; since it takes a significant fraction of a second for the unit to catch up to the client-side camera yaw, you can turn into a fatal maneuver easily by over-gauging your turn relative to the delay.
This was never ever a problem in the previous version. You could twitch turn like that all the time without problems.
I'm assuming it's the hitbox size. People now suicide into you much easier than before. Before, if you were just a little bit ahead of the other person, you would kill them when colliding. Now, it's a suicide even if they're a bit behind you...
I improved the precision of collision detection by implementing linear interpolation (with Deaod's assistance). Pre-update, the game used radial collision detection, which lost precision corresponding to the speed of the objects. With linear interpolation, it checks for collision ahead of the objects relative to their speed. So this is not a problem at all, it's a fix.
for me that is a problem. It's making just turning difficult and slightly unresponsive for me
edit: With no more twitch moving (only skilled players could do this controlled), bigger hitbox, and slowed down speed, it's really limiting the possible skill cap. I can understand worse players wanting the changes.
Haha, too bad there is no way around the lag in No Gaps; the match will always slow down to accommodate the computer with the poorest performance, as it labors to draw a ridiculous number of barriers and calculate pathing.
Hey, Sreg, would you be so kind enough as to tell me where I can find the current music used for the map? Its really quite impressive and I wanna listen to it without having to play the game all the time.
The thread is slightly old, but if there's still a lag problem with a player quits and you have to remove all its units... Try doing it in smaller chunks : delete up to X units every 0.0625 second for example. The trail won't entirely disappear entirely, but it will disappear in order it was created from the starting point, so it won't look too bad.
Hi! This game is amazing! Seriously, I've been addicted since I found this reddit vid and already have 70 hours played. I knew I'd love the map as soon as I saw a TP quote on the loading screen. I wanted to post regarding the options, even though I'm sure you've heard enough about all of them. I really like regular mode (survival + gaps) it's definitely the best imo especially when everyone plays. I am scared a valid gametype that most people neglect will get left out of the next update though. IMO, Slayers + no gaps is a completely different style of competition/skill (we call it tronmode). I know some people lag when using it but the decay makes it alright and I know a good amount of people who play this mode pretty regularly.
Additionally, there are a couple of IMO incompatible game modes. Many people have commented on survival no gaps, and I agree that that is silly w the lag but survival w decay is also a little ridiculous. By the win-conditions it encourages simply turtling and waiting for other people to screw up. The antagonist will always be at the disadvantage simply because there is no encouraging reason to attack. A lesser complaint is slayers with gaps. I feel the skill of slayers is the trap/constrict strategy and gap weaving in slayers feels like it shouldn't be there. I'm by no means the best at gaps though alright, but the few times I've managed to get good people in slayers games that ended up with gaps every single good person left because it went on for so long. Boosting at someone is a lot less threatening when by random chance they may just live. In a mode where you get points for kills I think no gaps makes a lot of sense.
Another really cool mode grr showed me was ludicrous speed endurance. Fun shit :D Anyways, it's your map and I know that people bother you in every forum with how they think they know better than you. The main point of the wall-of-text is that I don't want to lose No Gaps Slayer mode. Everything else in the wall-of-text is just my thoughts but pleaaase don't take my slayers no gaps mode away!
Thanks for my authentically favorite custom game!! first PC game that has approached my obsession with F-Zero (tweaky boost racing)
- BadWolf.645
Hey smartass, you you considered making a sequel with actual tracks? It would be sweet. But clearly no one shall dare to corrupt your vision, so here is some squid ink asshole.
Funny you should mention that. The next major content update is going to throw out the old option selection menu and replace it with a simple game mode vote. The options will be Survival, Team Slayer, and Defrag Prix (the mode names are subject to change). Survival is the classic gameplay, Team Slayer is a Red-versus-Blue team game wherein one must kill to score points for one's team, and Defrag Prix is a sort of Mario Kart-inspired more with powerups and other silliness. All these modes will be ranked separately, and the ranking system will replace stat tracking. The player count will be lowered to 8, and for Survival and Team Slayer the level size will scale to the number of players, and the level will gradually shrink to prevent players from arbitrarily drawing out the game (as is common in Slayer).
Funny you should mention that. The next major content update is going to throw out the old option selection menu and replace it with a simple game mode vote. The options will be Survival, Team Slayer, and Defrag Prix (the mode names are subject to change). Survival is the classic gameplay, Team Slayer is a Red-versus-Blue team game wherein one must kill to score points for one's team, and Defrag Prix is a sort of Mario Kart-inspired more with powerups and other silliness. All these modes will be ranked separately, and the ranking system will replace stat tracking. The player count will be lowered to 8, and for Survival and Team Slayer the level size will scale to the number of players, and the level will gradually shrink to prevent players from arbitrarily drawing out the game (as is common in Slayer).
I saw, as I expected, that you turned enough to crash into your own barrier. The final camera angle confirms this.
Part of the issue here is the minimum 250ms latency battlenet imposes; since it takes a significant fraction of a second for the unit to catch up to the client-side camera yaw, you can turn into a fatal maneuver easily by over-gauging your turn relative to the delay.
@JademusSreg: Go
This was never ever a problem in the previous version. You could twitch turn like that all the time without problems.
I'm assuming it's the hitbox size. People now suicide into you much easier than before. Before, if you were just a little bit ahead of the other person, you would kill them when colliding. Now, it's a suicide even if they're a bit behind you...
@JademusSreg: Go
Could you possibly make a test map with previous hitbox size?
I improved the precision of collision detection by implementing linear interpolation (with Deaod's assistance). Pre-update, the game used radial collision detection, which lost precision corresponding to the speed of the objects. With linear interpolation, it checks for collision ahead of the objects relative to their speed. So this is not a problem at all, it's a fix.
@JademusSreg: Go
Whether or not it's intended as a fix, it's causing problems.
I have yet to see a problem. Feel free to attach a replay if find one. =D
@JademusSreg: Go
did you see the chopping @ 5:20 mins?
for me that is a problem. It's making just turning difficult and slightly unresponsive for me
edit: With no more twitch moving (only skilled players could do this controlled), bigger hitbox, and slowed down speed, it's really limiting the possible skill cap. I can understand worse players wanting the changes.
no no no
Haha, too bad there is no way around the lag in No Gaps; the match will always slow down to accommodate the computer with the poorest performance, as it labors to draw a ridiculous number of barriers and calculate pathing.
Hey, Sreg, would you be so kind enough as to tell me where I can find the current music used for the map? Its really quite impressive and I wanna listen to it without having to play the game all the time.
This is so addicting...Iv seen people with like 60+hs played.....SICK RIGHT? :D, but its a great game.
would appriciate if you would ban qwerty he is afk hosting the map so should deserve a punishment...cant start a game cause he is being a dick. :(
Eheh, that looks fun.
The thread is slightly old, but if there's still a lag problem with a player quits and you have to remove all its units... Try doing it in smaller chunks : delete up to X units every 0.0625 second for example. The trail won't entirely disappear entirely, but it will disappear in order it was created from the starting point, so it won't look too bad.
Hi! This game is amazing! Seriously, I've been addicted since I found this reddit vid and already have 70 hours played. I knew I'd love the map as soon as I saw a TP quote on the loading screen. I wanted to post regarding the options, even though I'm sure you've heard enough about all of them. I really like regular mode (survival + gaps) it's definitely the best imo especially when everyone plays. I am scared a valid gametype that most people neglect will get left out of the next update though. IMO, Slayers + no gaps is a completely different style of competition/skill (we call it tronmode). I know some people lag when using it but the decay makes it alright and I know a good amount of people who play this mode pretty regularly.
Additionally, there are a couple of IMO incompatible game modes. Many people have commented on survival no gaps, and I agree that that is silly w the lag but survival w decay is also a little ridiculous. By the win-conditions it encourages simply turtling and waiting for other people to screw up. The antagonist will always be at the disadvantage simply because there is no encouraging reason to attack. A lesser complaint is slayers with gaps. I feel the skill of slayers is the trap/constrict strategy and gap weaving in slayers feels like it shouldn't be there. I'm by no means the best at gaps though alright, but the few times I've managed to get good people in slayers games that ended up with gaps every single good person left because it went on for so long. Boosting at someone is a lot less threatening when by random chance they may just live. In a mode where you get points for kills I think no gaps makes a lot of sense.
Another really cool mode grr showed me was ludicrous speed endurance. Fun shit :D Anyways, it's your map and I know that people bother you in every forum with how they think they know better than you. The main point of the wall-of-text is that I don't want to lose No Gaps Slayer mode. Everything else in the wall-of-text is just my thoughts but pleaaase don't take my slayers no gaps mode away!
Thanks for my authentically favorite custom game!! first PC game that has approached my obsession with F-Zero (tweaky boost racing) - BadWolf.645
no no no
Hey smartass, you you considered making a sequel with actual tracks? It would be sweet. But clearly no one shall dare to corrupt your vision, so here is some squid ink asshole.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
I vote for adding a new map with that system but with tracks and some kind of race with obstacles =D
Working on projects:
Funny you should mention that. The next major content update is going to throw out the old option selection menu and replace it with a simple game mode vote. The options will be Survival, Team Slayer, and Defrag Prix (the mode names are subject to change). Survival is the classic gameplay, Team Slayer is a Red-versus-Blue team game wherein one must kill to score points for one's team, and Defrag Prix is a sort of Mario Kart-inspired more with powerups and other silliness. All these modes will be ranked separately, and the ranking system will replace stat tracking. The player count will be lowered to 8, and for Survival and Team Slayer the level size will scale to the number of players, and the level will gradually shrink to prevent players from arbitrarily drawing out the game (as is common in Slayer).
Sounds lame...
Sounds like more articulate criticism is necessary to be useful.
no no no