@Nebuli2: Go
Even if you could, and you got absolutely no lag, why would people play this over say, counter-strike, halo, CoD or any number of the other games that do it far better in their own client -.-
Wow really? Thats like saying why ppl play SoTIS when there's a better dota on wc3, thats like saying why ppl spend there time making sc2bw when there's broodwar already. Really? Well I got an answer.
Maybe cuz its STARCRAFT???
get off my thread this is a recuiting thread I'm not gunna argue over this stupid issue. When the game goes into beta then comment on it. Atm there is nothing to argue about, your not even making the project you don't know what we have done. You havn't seen the other side of the story. So take your critism elsewhere.
Lag is entirely dependent on the person playing the game. I hope you aren't developing the map under the belief that you will have client side responsiveness as this is 100% impossible with the editor we have at the moment. Correctly implemented trigger based movement systems are just as responsive as a data driven method. There is one simple truth and that is that all commands issued by the client have to travel to battle.net, and the result travels back. It is THIS travel time that is unalterable, uncontrollable, unavoidable and will result in every single movement system having some form of delay which in turn makes any sort of serious attempt at an FPS control scheme impossible.
You forgot one factor, bottle necking. Reason why you believe that movement system is impossible is because you prob based your facts solely on what you see here on mapster. Many of the people on mapster use key events to trigger their movements which checks all keys on your keyboard which is something like 98 keys and check each and every of them whether they were pressed up and down. When this occurs we can get bottle necking when the information reaches the server. THAT IS WHERE IT LAGS, NOT THE TRAVEL DISTANCE. Now I am basing this on the assumption everyone lives in NA and playing in NA server so distance shouldn't be a factor, if any lag does occur it will occur on all games anyway and that is not what I am looking at.
Now to get rid of this bottlenecking I've attempted to simulate how a regular melee player would send orders to the server. I agree using triggers is just as good as using data and that is what I've done with ability movement. But the trick here is that the player only needs to intalize the movement, after that the engine takes over the movement. Reason why my movement is not 100% like the WASD movement but it still gets you to point A to point B reasonablely well and with very little delay. My movement system needs some time to get use to but its the best I've come up with to a soultion to this bottlenecking.
You can't deny the fact that our system doesn't lag since we've had tons of tests with many different players. We wouldn't go out all this way to create a serious fps engine if we didn't confirm that it was playable with little delay.
If you still don't believe us join StrikeCraft channel on NA server around 10pm-12pm EST is usually when we test.
didn't say i had to bypass hard code, there are other ways to input key strokes to the server that ppl havn't figured out yet. Instead of jumping on the lag bandwagon.
Uhhhh u guys dont' believe me but you will soon see the truth.
We tested with 8 players and NONE said there was any lag. We did this like 15 times all with different players. I've spent the past 6 months figuring out this system and I finally got it lagless. I don't care what you say you have to see it to believe it.
Since when you use abilities by command cards it will constantly cast that ability over and over as you hold the button. And since we are limited to be only to use one button at a time with the command card. I can't make you move foward and left without using a key up event inorder to recogize you are not holding down that button. We cant detect a key up in the data only in the triggers. Having even 1 key event in your map will make everything lag like hell. By using a 8 movement ability command card we can move all ways. Its only 1 downfall with FPS maps but I will make it up with the gameplay. It won't be hard to move. Just takes some time getting use to.
Currently looking for people who are willing to make a first person shooter work for multiplayer. I've been working on my engine for the past 6+ months and I am at a stage of just adding things to this map. Here's a demo video of my map, it is currently in alpha stage.
Gameplay
If you are familiar with counterstrike or shadowrun. Bascially everyone starts with a set amount of money and can buy weapons before each round starts. Players gain money as they get kills or win rounds. This map will be round based so each team will get equal chance to play the objective or play each side of the map. There will be 2 teams, the ghosts and the spectres. Both have the same stats its just how you build your character will be the difference.
4v4 online multiplayer
Select 3 perks per player from a variety of perks(Not sure about this)
Team Deathmatch, CTF, Objective(Plant bomb), Infestation(Zombies), other...
Select 1 Ability per player
Over 30+ weapons, gadgets, equipment, grenades
Select 1 attribute type (effects how weapons and abilites will effect your player)
4+ maps
X and Y accuracy
Different scopes for each weapon
Available Positions
Trigger - gamfvr
Data - gamfvr
Terrianer - Nebuli
Animator - Lance
Sounds - Need a person able to make weapon sounds or tweak them to match our animations.
Testers - Even if you're nooby at the editor you can still contribute by helping me test out the map and your feedback will be very important to me.
Others - If you have great sounds, images or anything you'd like to add, credit will be given where its due. thanks :)
Join channel StrikeCraft around 10pm-12pm EST on NA is usually when we do some testing.
Difference between this and other FPS maps
I've worked on my own custom traceline and it is far more impressive than any other shooter map i've seen on mapster. Able to detect headshots, able to have accuarcy in hit or miss relative to the recoil of the weapon and the accuarcy of the weapon and where you are firing. The crosshairs move as your character either moves or aims so accuarcy changes. Most tracelines have problems when firing on units on top of cliffs or when you are on a cliff and shootting at someone on the bottom or on a higher cliff. I have fixed all those problems. As well as the common problem of being able to shoot between the ground and a flying unit and not actually hitting the flying unit has all been fixed. Refer to the video posted above.
Hit marker detection relative to your camera facing.
Smooth first camera view. Many other shooters have a choppy camera view when moving.
Able to pick up weapons and drop them while keeping their ammo clips saved.
Instead of key events it is replaced by ability movements by command card. Lag is non-existing.
About the lag
Obviously there has been lots of complaining how WASD movement creates lag online. Now since I plan to have this up to 8 players I will have to make some scarfices for this to work. Currently I am using key events which is the main reason why WASD fails online. I was able to use this with a more older version of my engine and was still able to play the map with a less than .5 delay with 4 players. Since its a higher player count I plan to completely remove the key events and go with a 8 button movement instead of 4 button movement. You will be issueing orders by command card abilities. This will complete make lag a non-issue.
Unless there's a way to detect "key ups" without using key events then 4 way button movement will be possible.
I'll update this as we progress
Cheers
UPDATE 1
Auto pick-up system
Projectiles
Lobby Screen
Buy Menu
Round System
3D projectile collision
We have succuessfuly tested our movement system with the full 8 players in the game and we are please to say we there is really no lag. At most it might go up to .1 delay at times but nothing more.
We'll be working on on-screen weapon animations next.
UPDATE 2
Part 1:
Part 2:
More weapons
Scoreboard
Minimap
Still working on weapon animations and 3d death camera.
@ricklypop: Go
read op
Update 2
ill upload part 2 tommorrow
Wow really? Thats like saying why ppl play SoTIS when there's a better dota on wc3, thats like saying why ppl spend there time making sc2bw when there's broodwar already. Really? Well I got an answer.
Maybe cuz its STARCRAFT???
get off my thread this is a recuiting thread I'm not gunna argue over this stupid issue. When the game goes into beta then comment on it. Atm there is nothing to argue about, your not even making the project you don't know what we have done. You havn't seen the other side of the story. So take your critism elsewhere.
You forgot one factor, bottle necking. Reason why you believe that movement system is impossible is because you prob based your facts solely on what you see here on mapster. Many of the people on mapster use key events to trigger their movements which checks all keys on your keyboard which is something like 98 keys and check each and every of them whether they were pressed up and down. When this occurs we can get bottle necking when the information reaches the server. THAT IS WHERE IT LAGS, NOT THE TRAVEL DISTANCE. Now I am basing this on the assumption everyone lives in NA and playing in NA server so distance shouldn't be a factor, if any lag does occur it will occur on all games anyway and that is not what I am looking at.
Now to get rid of this bottlenecking I've attempted to simulate how a regular melee player would send orders to the server. I agree using triggers is just as good as using data and that is what I've done with ability movement. But the trick here is that the player only needs to intalize the movement, after that the engine takes over the movement. Reason why my movement is not 100% like the WASD movement but it still gets you to point A to point B reasonablely well and with very little delay. My movement system needs some time to get use to but its the best I've come up with to a soultion to this bottlenecking.
You can't deny the fact that our system doesn't lag since we've had tons of tests with many different players. We wouldn't go out all this way to create a serious fps engine if we didn't confirm that it was playable with little delay.
If you still don't believe us join StrikeCraft channel on NA server around 10pm-12pm EST is usually when we test.
@Dustin374: Go
didn't say i had to bypass hard code, there are other ways to input key strokes to the server that ppl havn't figured out yet. Instead of jumping on the lag bandwagon.
Uhhhh u guys dont' believe me but you will soon see the truth.
@Kalekin: Go
Ur wrong!
We tested with 8 players and NONE said there was any lag. We did this like 15 times all with different players. I've spent the past 6 months figuring out this system and I finally got it lagless. I don't care what you say you have to see it to believe it.
@Mozared: Go
Already got him on the team, thanks
New video updated :)
@zeldarules28: Go
Since when you use abilities by command cards it will constantly cast that ability over and over as you hold the button. And since we are limited to be only to use one button at a time with the command card. I can't make you move foward and left without using a key up event inorder to recogize you are not holding down that button. We cant detect a key up in the data only in the triggers. Having even 1 key event in your map will make everything lag like hell. By using a 8 movement ability command card we can move all ways. Its only 1 downfall with FPS maps but I will make it up with the gameplay. It won't be hard to move. Just takes some time getting use to.
Refer to programmer's lagless WASD movement topic
Currently looking for people who are willing to make a first person shooter work for multiplayer. I've been working on my engine for the past 6+ months and I am at a stage of just adding things to this map. Here's a demo video of my map, it is currently in alpha stage.
Gameplay
If you are familiar with counterstrike or shadowrun. Bascially everyone starts with a set amount of money and can buy weapons before each round starts. Players gain money as they get kills or win rounds. This map will be round based so each team will get equal chance to play the objective or play each side of the map. There will be 2 teams, the ghosts and the spectres. Both have the same stats its just how you build your character will be the difference.
Available Positions
Join channel StrikeCraft around 10pm-12pm EST on NA is usually when we do some testing.
Difference between this and other FPS maps
I've worked on my own custom traceline and it is far more impressive than any other shooter map i've seen on mapster. Able to detect headshots, able to have accuarcy in hit or miss relative to the recoil of the weapon and the accuarcy of the weapon and where you are firing. The crosshairs move as your character either moves or aims so accuarcy changes. Most tracelines have problems when firing on units on top of cliffs or when you are on a cliff and shootting at someone on the bottom or on a higher cliff. I have fixed all those problems. As well as the common problem of being able to shoot between the ground and a flying unit and not actually hitting the flying unit has all been fixed. Refer to the video posted above.
Hit marker detection relative to your camera facing.
Smooth first camera view. Many other shooters have a choppy camera view when moving.
Able to pick up weapons and drop them while keeping their ammo clips saved.
Instead of key events it is replaced by ability movements by command card. Lag is non-existing.
About the lag
Obviously there has been lots of complaining how WASD movement creates lag online. Now since I plan to have this up to 8 players I will have to make some scarfices for this to work. Currently I am using key events which is the main reason why WASD fails online. I was able to use this with a more older version of my engine and was still able to play the map with a less than .5 delay with 4 players. Since its a higher player count I plan to completely remove the key events and go with a 8 button movement instead of 4 button movement. You will be issueing orders by command card abilities. This will complete make lag a non-issue.
Unless there's a way to detect "key ups" without using key events then 4 way button movement will be possible.
I'll update this as we progress
Cheers
UPDATE 1
We have succuessfuly tested our movement system with the full 8 players in the game and we are please to say we there is really no lag. At most it might go up to .1 delay at times but nothing more.
We'll be working on on-screen weapon animations next.
UPDATE 2
Part 1:
Part 2:
Still working on weapon animations and 3d death camera.