You can fix camera lag. I've seen camera render distances being modified in the following maps. Peredition, Mars Sara. You can look into the triggers for more info.
make the target box larger to compensate for high lat.
Cameara Jolting? Someone's going to come up with a solution in no time. It's probably in the animation.
if you must give up, can you release your stuff so that others can make progress? It looks pretty damm impressive. Without jass eh?
I have no problems with camera lag and my camera jolting issue is exclusive to a unit moving over the edge of a cliff, and is caused by the invisible ramp. I also already have larger hitboxes when connected to bnet to compensate for lag, however that does not address the delay when moving and jumping.
Make the camera so it does not change the hight when moveing it on to a cliff.
Thanks for the insight... Even though I listed that both here and on the youtube video itself as one of the unfixable bugs. The cliff level is not the problem, it's the invisible ramp.
Hello sc2mapster,
I didn't get you guys with the first showcase, so you can see it on youtube here:
Today I'm posting a second showcase, this time featuring the physics engine I've been working on. It's by no means perfect, but I've currently got a headache from being so frustrated with it so I decided to take a break and share my progress. :)
Here's the newest video:
And the description:
This video is an update on the "Reaper Madness" UMS game for SC2 that is currently in development. I haven't posted an update in a while because I've been very busy creating a new physics engine from scratch. Since the last video, I have:
Made significant improvements to the UI
Removed all previous movement functions and begun coding a vector-based physics engine to replace them
Implemented a prototype grenade, the baneling grenade, that showcases the current state of my physics engine
Implemented multiple hitboxes per unit. I showcase a couple headshots in this video
Made some progress on seamless cliff-jumping. The unit moves smoothly over the cliff, however I'm not sure there's a solution to the jolting camera
Implemented a "bnet mode" that is designed to allow leniency on aiming due to BNet's minimum of 125ms latency
About 90% of the time since my last video has been spent on this physics engine. So far it's been a huge headache, as I've never used let alone created a physics engine before.
I am contemplating abandoning the project for a few reasons:
The minimum latency on BNet is posing a huge problem. As the only player in the game, the latency makes the game feel unplayable (To me, as a former FPS enthusiast). It definitely doesn't feel like 125ms (which is already high for an FPS game)
The unfixable camera jolts when crossing cliffs; Another thing out of my control that ultimately makes the game less fun to play
The camera renders all textures and models at 100% even at great distances, meaning the player gets considerable video lag. Currently when I look toward the center of my map, my mouse is inconsistent in its response, making precise aiming virtually impossible
I have no problems with camera lag and my camera jolting issue is exclusive to a unit moving over the edge of a cliff, and is caused by the invisible ramp. I also already have larger hitboxes when connected to bnet to compensate for lag, however that does not address the delay when moving and jumping.
Lots of time spent in notepad.
Thanks for the insight... Even though I listed that both here and on the youtube video itself as one of the unfixable bugs. The cliff level is not the problem, it's the invisible ramp.
Hello sc2mapster, I didn't get you guys with the first showcase, so you can see it on youtube here:
Today I'm posting a second showcase, this time featuring the physics engine I've been working on. It's by no means perfect, but I've currently got a headache from being so frustrated with it so I decided to take a break and share my progress. :)
Here's the newest video:
And the description: This video is an update on the "Reaper Madness" UMS game for SC2 that is currently in development. I haven't posted an update in a while because I've been very busy creating a new physics engine from scratch. Since the last video, I have:
About 90% of the time since my last video has been spent on this physics engine. So far it's been a huge headache, as I've never used let alone created a physics engine before.
I am contemplating abandoning the project for a few reasons: