Detecting Speed
Jan 11 2008, 12:10 am
By: Conspiracy  

Jan 11 2008, 12:10 am Conspiracy Post #1



You know how there are different speeds? Well, I want to know if there is any way to detect them. Then, if so, what are the different rates a count down timer goes down?



None.

Jan 11 2008, 12:56 am Falkoner Post #2



Deaths go at about 8 times a second on normal speed when you have hypertriggers, from there it's quite easy to figure out. And no, you can't detect the game speed, since the trigger speed also changes with the game speed.



None.

Jan 11 2008, 1:51 am Conspiracy Post #3



But I remember a tutorial before SEN died the first time... it involved a unit being order or something like that.



None.

Jan 11 2008, 1:58 am lil-Inferno Post #4

Just here for the pie

Quote from Falkoner
Deaths go at about 8 times a second on normal speed when you have hypertriggers, from there it's quite easy to figure out. And no, you can't detect the game speed, since the trigger speed also changes with the game speed.
Yes you can detect game speed, theres a test map on Maplantis by Kenoli that detects every speed, just wait til' it's back up.




Jan 11 2008, 1:59 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
Deaths go at about 8 times a second on normal speed when you have hypertriggers, from there it's quite easy to figure out. And no, you can't detect the game speed, since the trigger speed also changes with the game speed.
Not so fast, my young padawan. ;)
Waits always wait the same time (real-time) on any speed.
So you can make a 10s (or w/e) wait and set a switch after.
And as long as the switch is cleared you let a dc run. Depending on the value of the dc you can determine the current game speed.




Jan 11 2008, 3:21 am Falkoner Post #6



Do waits really? Then how come hypertriggers run at different speeds for different game speeds?



None.

Jan 11 2008, 9:33 am NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yes, they do.

As you know sc doesn't wait exactly 0ms - which wouldn't be possible anyways - it waits 84ms.

Hyper triggers force the sc engine to check the triggers as fast as possible.
Which is every game tick. And this game tick depends on the playing speed.

Again, if you don't believe me, I can attach a test map. I wouldn't claim such things if I weren't sure.




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[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
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[03:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[03:43 pm]
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[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
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