|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
June 25th, 2005, 10:00 PM
|
Corporal
|
|
Join Date: Jun 2005
Posts: 50
Thanks: 24
Thanked 9 Times in 6 Posts
|
|
lag in detonations and destroyed vehicles
I get a lag between detonations of multiple shot-weapons--20mm and 30mm cannon--and the result audio. I mean like if I shoot an APC with an automatic cannon, first I get a slow view of the detonations with the flash and smoke almost a screen by screen visual, then the report, a very slow "clunk," and then an explosion of the target. It is all kind of disjointed and seems slow, both audio and video. It is only on multiple detonation weapons. I've changed the resolution and the animation switches but to no avail. I didn't get this in SPMBT-dos or SPWW2. Am I the only one experiencing this?
Commandante Carpo
|
June 26th, 2005, 12:43 AM
|
Corporal
|
|
Join Date: Mar 2005
Posts: 163
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: lag in detonations and destroyed vehicles
Same going on here. The performance doesnt seem as 'crisp' as the SPMBT, but I havent truly tweaked all the delays and whatnot yet.
|
June 26th, 2005, 01:12 AM
|
Sergeant
|
|
Join Date: Jun 2005
Posts: 359
Thanks: 311
Thanked 24 Times in 23 Posts
|
|
Re: lag in detonations and destroyed vehicles
I have noticed the same issue with tank rounds. You hit a vehicle get visual of the round hitting, then you have to wait for the clunk or the explosion audio.....probably a second or 2.
|
June 26th, 2005, 06:22 AM
|
Private
|
|
Join Date: Jun 2005
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: lag in detonations and destroyed vehicles
Same here, tank hit - 21..22.. - resulting animation/sound.
Tried to tweak everything I could, so the game was superfast, but the delay stayed the same. Also independent of FullScreen/Window, with or without sound, DirectX/GDI, resolution, animation detail, message delay etc. Just seems as if the game would take a break while calculating hit results, maybe with an abacus :-)
Magically, I have it on both my Desktop as my laptop.
Is it safe to say that it's XP related? :-)
ps. also tried the Compatibility Mode, but no success.
pps. It's still faster than this forum is right now for me ;-)
|
June 26th, 2005, 11:06 AM
|
Corporal
|
|
Join Date: Jun 2005
Posts: 77
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: lag in detonations and destroyed vehicles
It's very annoying, and I vote for removing the clunk. If you're going to receive the message of that the commander of the tank squadron has been shot dead, then please do it without the clunk! I don't know which effect the designer hoped for when adding this feature, but I'm not liking it.
__________________
What would Cliff Richard do?
|
June 26th, 2005, 11:42 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,960
Thanked 5,696 Times in 2,813 Posts
|
|
Re: lag in detonations and destroyed vehicles
Quote:
cbreedon said:
I have noticed the same issue with tank rounds. You hit a vehicle get visual of the round hitting, then you have to wait for the clunk or the explosion audio.....probably a second or 2.
|
We are working on a fix for the sound problem now. The delays between sounds were a bit too long. Some machines seem to be more sensitive to it. We had two playtest groups and nobody commented on it though so this is was not a problem for everyone
This is NOT sound file related. If anyones busily trimming sound files to make them sound "better" you may cause yourself more trouble when we issue the patch
Don
|
June 26th, 2005, 11:46 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: lag in detonations and destroyed vehicles
Actually, I figured it was a design decision, not a bug ... . And the delay isn't that big on my machines.
I agree, though, that the "clunk" (hit) sound is somewhat superflous .. as tanks do not spontanously detonate, you might as figure out that you have been hit if things suddenly go kaboooom ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
June 26th, 2005, 11:49 AM
|
Private
|
|
Join Date: Jun 2005
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: lag in detonations and destroyed vehicles
I have noticed the delay when a weapon hits a tank or vehicle. What happens is the round hits, then you get a message about the penetration of the weapon (new with WinSPMBT) and then you hear the impact sound and then if the vehicle is killed you see it explode and hear the detonation. I have not had video delays, but sound delays and problems.
|
June 26th, 2005, 02:25 PM
|
Sergeant
|
|
Join Date: Jun 2005
Posts: 359
Thanks: 311
Thanked 24 Times in 23 Posts
|
|
Re: lag in detonations and destroyed vehicles
Quote:
SvenKessen said:
Is it safe to say that it's XP related? :-)
|
No I am still using ME and I have the problem as well
|
June 27th, 2005, 02:29 PM
|
|
Sergeant
|
|
Join Date: Jun 2005
Location: Slovakia
Posts: 263
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: lag in detonations and destroyed vehicles
Same problem, it is not problem if you fight infantry fight,but if you have tanks against infantry, every inf. weapon will fire at your tank (without effect mostly), delays are very painfull... looking for your patch.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|