The only reason this could happen is if your Starcraft App setting is wrong. By default this is "/Applications/Starcraft II Beta/Starcraft II.app", but you can change it to point to the right .app under the Settings tab.
Yes, so that's exactly what everyone else is doing: triggers for pressing a key and for releasing a key. :P
Yes, but the actual movement events themselves are done differently. I never said my specific implementation magically avoided lag. I only said I had a few moments of "clarity" where Battle.net ran my system extremely smoothly and without issue.
I use my own, as of yet unreleased system. Basically movement is updated on a separate thread, but movement can begin or be stopped outside of that thread w/o any wait at all.
Think about it. The triggers themselves are going to execute near-instantly. Regardless of whether you make 1 or 4 triggers, you still need 4 events, one for each key. Those events are what creates the overhead, not the triggers.
MapCraft 1.4 has fixed this problem. Not of much use now that map publishing is back up, but still. :P Will be very useful when it goes down again at least.
Oookay. But that still says that the maps havent changed, its just that Bnet has gotten laggier at handling their requests and that the map functions, whilst contributing slightly to latency, would not be a problem if Bnet hadn't taken a turn for the worse.
Give them time to fix these things. It's a beta for a reason. If this were after release, I'd be upset, but it's not. It's a beta, and these things are bound to happen. People seem to forget that, and think it's a free trial.
Didn't people play custom maps over bnet using the Lost Temple patcher? Wasn't the latency fine then? Isn't that already an indicator that patch 13 introduced something new that causes the SAME maps that worked fine before with multiple players to now lag?
No, because the frequency of those games was low compared to once custom games launched, everyone tried them. In fact, there was a rush of people onto Battle.net.
It's possible that these high-demand activities were affected more as a result of the overloading, though.
It's hard to speculate at the moment. I guess we'll find out when Battle.net is fixed.
Move the chat frame off the screen and use Display Text Message events to do the rest.
(And do Clear Chat Messages on every message so they don't show up in the Message Log)
Note that editing your UI is hard.
It's their first attempt at map publishing, so, yes, it's their first time. And it doesn't matter whether it's patch 13 or patch 1000, it's still a beta. The definition of the term means they're allowed to break almost anything.
0
The only reason this could happen is if your Starcraft App setting is wrong. By default this is "/Applications/Starcraft II Beta/Starcraft II.app", but you can change it to point to the right .app under the Settings tab.
0
Yes, but the actual movement events themselves are done differently. I never said my specific implementation magically avoided lag. I only said I had a few moments of "clarity" where Battle.net ran my system extremely smoothly and without issue.
0
I use my own, as of yet unreleased system. Basically movement is updated on a separate thread, but movement can begin or be stopped outside of that thread w/o any wait at all.
0
@Eiviyn: Go
Think about it. The triggers themselves are going to execute near-instantly. Regardless of whether you make 1 or 4 triggers, you still need 4 events, one for each key. Those events are what creates the overhead, not the triggers.
0
@Eiviyn: Go
It's not going to matter. Whether one trigger, or 4 triggers are called, there are still the same number of events that have to be invoked.
0
@BrotherLaz: Go
In my testing what you just said is generally false. I've had a few Battle.net games where my WASD movement system ran exceptionally.
0
MapCraft 1.4 has fixed this problem. Not of much use now that map publishing is back up, but still. :P Will be very useful when it goes down again at least.
0
Updated to MapCraft 1.4. 1.3 has been skipped due to problems with doing basic math. AKA, it was forgotten.
1.4 works with Patch 13 and all of it's map publishing features and makes it very easy to fix any path issues you may have.
1.4 also changes the default multiplayer map to EXTINCTION due to it's 8-player count, and is thusly NO LONGER COMPATIBLE WITH ANY OTHER MAP LAUNCHER.
0
@Centagon: Go
I wasn't referring to you, I used "people" in a general sense. Sorry. :P
0
Give them time to fix these things. It's a beta for a reason. If this were after release, I'd be upset, but it's not. It's a beta, and these things are bound to happen. People seem to forget that, and think it's a free trial.
0
No, because the frequency of those games was low compared to once custom games launched, everyone tried them. In fact, there was a rush of people onto Battle.net.
0
@s3rius: Go
It's possible that these high-demand activities were affected more as a result of the overloading, though.
It's hard to speculate at the moment. I guess we'll find out when Battle.net is fixed.
0
@Eldrazor: Go
Move the chat frame off the screen and use Display Text Message events to do the rest.
(And do Clear Chat Messages on every message so they don't show up in the Message Log)
Note that editing your UI is hard.
0
You can compare two "text" variables just like a string. :P
The option just might not be there in GUI.
0
@Eldrazor: Go
It's their first attempt at map publishing, so, yes, it's their first time. And it doesn't matter whether it's patch 13 or patch 1000, it's still a beta. The definition of the term means they're allowed to break almost anything.