D-gun delay

D-gun delay

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mother
Posts: 379
Joined: 04 May 2005, 05:43

D-gun delay

Post by mother »

This has happened to me numerous times in the last week or so.

Plenty of energy income and in storage. My machine is not reporting an overly large cpu load, and network latency is being reported as standard.

Issue d-gun command in normal (non fps) mode. Command is ignored. Issue additional dgun commands, nothing happens but comm rotates around as if to mock thee.

At some point 10-30s later the commander wildly dguns.

I know some people claim they never have the problem, but its getting really old ;) (fwiw AA-S core comm)

Is this just an issue where the hosts machine can't keep up and d-gun commands get a low priority or something?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

When you issue a command ti isnt executed it's sent thru the net config, wich in single player si just a big loop bakc into the engine, only this loop as ti seems isnt realtime and for some reasons a backlog of commands can occur.

By making lots of d-gun commands repeatdely you further exagerated the problem
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

AF wrote:When you issue a command ti isnt executed it's sent thru the net config
That's what I figured...
By making lots of d-gun commands repeatdely you further exagerated the problem
Yeah, that much I understood.... The problem with a d-gun command (unlike just about every other possible command) is that they are highly time-sensitive. I would stick my neck out so far as to say that most of the time a delayed d-gun response has a 0 or negative value to the player- so you're probably better off throwing it away.

[BTW Shouldn't the gamespeed be being automagically reduced in these situations?]
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think that the queue is prioritized somehow, hence why I sometimes see d-gunning slightly stall while other commands are instant.

That and there is a lot of differeing in spring over attacking, most noticeable in AI's when a unit gets distracted while building but never returns to build and stays stalled.
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