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HELP! Speed up movement response rate

rise of the witch-king battle for middle-earth mod modding rotwk bfme2 bfme

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#1 killllen

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Posted 27 August 2017 - 09:56 PM

Hi there BFME modding community!

 

I'm completely new here and have zero experience with modding BFME, BFME2, RotWK or modding games at all for that matter.

I've been looking for an answer all over different forums without result for a very simple question, with a far more difficult answer, I fear:

 

HOW DO I MAKE UNITS RESPOND FASTER TO BASIC MOUSE-CLICK-BASED MOVEMENT COMMANDS (right-clicking to make a squadron move)?

 

I'm working on making a mod starting from the work done in Patch 2.02 version 6.0.0 and I've been looking through and edited some of the game files on a whim

without (barely) any results...

I have changed timers in the "locomotor.ini", animation timers in the unit's .ini file, and fiddled with the priorities in unit's events in the "eva.ini"-file.

All I've managed to do is shortening the amount of time it takes for a unit to accelerate to full speed, but the response time between a mouse-click

and the unit actually following my command to move still takes too much time.

 

Wondering if any genius modder could help me out.

 

Thanks!


Edited by killllen, 27 August 2017 - 09:57 PM.


#2 killllen

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Posted 29 August 2017 - 06:52 AM

So the issue I'm talking about is most noticeable when ordering a troop to walk while idly standing still. The game will literally take a second processing the information before executing the troops to move.

As I've said; this doesn't have to do with the unit's locomotor since i've changed units' values to "1" in the "locomotor.ini".
Is it perhaps animations needing to play their loop before being able to move, or is it (which it most probably is) processes that needs to be checked before the unit can move?

How can I optimize/delete these factors in that case?

#3 aleex

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Posted 30 August 2017 - 02:25 PM

You can't is the short answer. Most RTS games use the Peer-to-Peer Lockstep. You can read more about this here: https://gafferongame...me_networking/ 
 
Basic idea is that before your unit moves everyone in the network needs to exchange information of where the units go what abilities they use etc. Modern RTS games add prediction to it so you don't notice the "lag". Before prediction their "solution" for the lag is to simply add a voice command when you move a character. They shout on the client side something like "Yes boss". So they make it seem as if the unit got the move command order at the instantance you clicked. But in reality its just to trick you into thinking its going instant. But if you play long enough you notice the delays which you are talking about.

Edited by aleex, 30 August 2017 - 02:27 PM.


#4 killllen

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Posted 30 August 2017 - 07:27 PM

I see. Well that's a bummer to hear.

Though it's a shame that there doesn't seem to exist a direct solution to the question at hand, I have used a way to work around

the problem anyway.

For anyone else out there who is interested to make the game play smoother you can do as I did: increase the game's fps boundary.

In the gamedata.ini you'll find that the game is simply locked to play at 30 frames per second. By increasing this number the game

get more frames to process information with and thus the waiting time for units to respond is decreased - effectively answering my question. :)

 

Either way I want to thank you aleex for your professional input and the great insight it gave on the subject.






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