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Make commands issued on mousepress

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Date Editor Before After
8/30/2015 7:04:13 PMSkasi before revert after revert
8/30/2015 7:03:26 PMSkasi before revert after revert
8/30/2015 7:03:02 PMSkasi before revert after revert
8/30/2015 7:02:41 PMSkasi before revert after revert
8/30/2015 7:01:31 PMSkasi before revert after revert
8/30/2015 7:01:15 PMSkasi before revert after revert
8/30/2015 6:53:23 PMSkasi before revert after revert
8/30/2015 6:53:00 PMSkasi before revert after revert
Before After
1 [quote] Another thing that delays orders is that most of them are executed on mouse release rather than mouse press. Since we have line drawing, area commands and all that fancy stuff, orders need to be executed on mouse release rather than mouse press like in Starcraft for example. 1 [quote] Another thing that delays orders is that most of them are executed on mouse release rather than mouse press. Since we have line drawing, area commands and all that fancy stuff, orders need to be executed on mouse release rather than mouse press like in Starcraft for example.
2 So first you press the mouse button and then you have to release it before the order is given. 2 So first you press the mouse button and then you have to release it before the order is given.
3 \n 3 \n
4 This makes it hard to target moving units accurately because you need to have both mouse press and mouse release on the target without moving the mouse too much because if you move the mouse too much, you will get an area command rather than single target command. I wrote some widgets to make it easier to target moving units. 4 This makes it hard to target moving units accurately because you need to have both mouse press and mouse release on the target without moving the mouse too much because if you move the mouse too much, you will get an area command rather than single target command. I wrote some widgets to make it easier to target moving units.
5 More on that here: https://springrts.com/phpbb/viewtopic.php?f=1&t=33287 [/quote] - @[Er0]Godde ([url=http://zero-k.info/Forum/Thread/19725#138629]source[/url]) 5 More on that here: https://springrts.com/phpbb/viewtopic.php?f=1&t=33287 [/quote] - @[Er0]Godde ([url=http://zero-k.info/Forum/Thread/19725#138629]source[/url])
6 \n 6 \n
7 I'd like to propose changing [b]right click commands[/b] to be issued instantly as the button is pressed down and updated as the mouse cursor is moved. That way you could still draw things like custom move formations or context specific area commands, but with the added benefit that units would start moving (and accelerate) earlier. Furthermore right clicking mobile units would be muuuch easier. 7 I'd like to propose changing [b]right click commands[/b] to be issued instantly as the button is pressed down and updated as the mouse cursor is moved. That way you could still draw things like custom move formations or context specific area commands, but with the added benefit that units would start moving (and accelerate) earlier. Furthermore right clicking mobile units would be muuuch easier.
8 \n 8 \n
9 For times when it is crucial that all units start doing something at the same time the left mouse button can be used to draw custom move formations or other commands instead. This system would still work like the current one. 9 For times when it is crucial that all units start doing something at the same time the [b]left mouse button[/b] can be used to draw custom move formations or other orders instead. This system would still work like the current one.
10 \n 10 \n
11 I would expect this change to slightly improve the reaction times of players' units in quick-time events, especially early raider wars. That could make the game feel much smoother and more responding. In the best case scenario this would improve ZK while not negatively impact players, as custom formations are probably drawn very quickly and in the first few hundred milliseconds units would still be slow and accelerate, or need to turn while moving anyway. Thus not much time is lost moving into (potentially) the wrong direction for a few units while a movement formation is drawn. 11 I would expect this change to slightly improve the reaction times of players' units in quick-time events, especially early raider wars. That could make the game feel much smoother and more responding. In the best case scenario this would improve ZK while not negatively impact players, as custom formations are probably drawn very quickly and in the first few hundred milliseconds units would still be slow and accelerate, or need to turn while moving anyway. Thus not much time is lost moving into (potentially) the wrong direction for a few units while a movement formation is drawn.
12 \n 12 \n
13 Anyway, that's mostly just random assumptions I have. I want to know what others expect to happen. 13 Anyway, that's mostly just random assumptions I have. I want to know what others expect to happen.
14 Any thoughts on this? Problems I didn't think of? 14 Any thoughts on this? Problems I didn't think of?