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Why UMS replays often desync - Page 2

Blogs > Bill307
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sixghost
Profile Blog Joined November 2007
United States2096 Posts
January 05 2010 18:06 GMT
#21
On January 06 2010 02:03 Grobyc wrote:
HOLY SHIT ANTARCTICA MELTED

Hawaii must have been submerged as well
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
January 05 2010 18:34 GMT
#22
Hypers are just as good for timing stuff, but more precise. Except for a short break every 2 days or so (depending on the number of hyper triggers you use, and no, there probably are no UMS maps that run for 2 days) they come in a fixed rate, too.
But as long as you don't need them you shouldn't use them anyways.
If you have a good reason to disagree with the above, please tell me. Thank you.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2010-01-05 19:24:55
January 05 2010 19:23 GMT
#23
It was said the other way, but I thought I would point out that even replays with a countdown timer and hyper triggers will not desynchronize as long as you do not alter the speed.

GL with your map (looks like diplo or risk), but I hope you focus on balance and gameplay just as much as you worked on terrain. The best diplo map is currently infinity 2.8 and the diplo community basically had to fight the mapmaker to even get it half-decent. Check out some of the old version suggestion threads on irongaming.net if you want to see what I mean.
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
January 05 2010 19:58 GMT
#24
Dude bill knows what he's doing, and balance and gameplay is always the best part of his UMS games. Team Micro Melee is one of the most fun UMS's I've ever played.
anch
Profile Blog Joined June 2006
United States5457 Posts
January 05 2010 20:29 GMT
#25
Taiwan is in there
that better not be Philippine
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 05 2010 20:37 GMT
#26
very good stuff.
..and then I would, ya know, check em'. (Aka SpoR)
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
January 05 2010 20:55 GMT
#27
On January 06 2010 02:53 konadora wrote:
Wait, never use Wait trigger?

>:-/
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
January 05 2010 20:57 GMT
#28
On January 06 2010 02:40 Bill307 wrote:
Show nested quote +
On January 06 2010 02:03 Grobyc wrote:
HOLY SHIT ANTARCTICA MELTED

It's a hidden message about the dangers of global warming!


Lol.... Global Warming lol.
"Time to put the mustard on the hotdog. -_-"
Chuiu
Profile Blog Joined June 2003
3470 Posts
January 05 2010 21:10 GMT
#29
Well as a UMS map maker I really don't care much if replays don't work lol. Most of the maps I make use 0 waits to speed up trigger actions so I automatically butcher replays by that alone.
♞
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
January 05 2010 21:15 GMT
#30
Awesomest thread I've seen. Thanks Bill!
Triple7
Profile Joined April 2009
United States656 Posts
January 05 2010 21:54 GMT
#31
Is that map round (meaning cylindrical)?!?!
지지이이이이이이이이이이이
flag
Profile Blog Joined July 2007
United States228 Posts
January 05 2010 22:14 GMT
#32
hyper triggers do not desynch btw
Insane
Profile Blog Joined November 2003
United States4991 Posts
Last Edited: 2010-01-05 22:21:50
January 05 2010 22:20 GMT
#33
How is 60 game ticks the build time of a CC?
There are like 22 game ticks per second -_-

e: oh, I see you're using game tick to mean the time it takes between trigger executions, not the ticks as used by replays.
Methos
Profile Blog Joined January 2009
United States206 Posts
January 05 2010 22:22 GMT
#34
Very insightful. I hated it so much when I just completed an epic UMS and then the replay sucks )=
blue_arrow
Profile Blog Joined July 2008
1971 Posts
January 05 2010 23:53 GMT
#35
damn that is some sexy stuff bill
| MLIA | the weather sucks dick here
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2010-01-06 02:04:59
January 06 2010 02:03 GMT
#36
On January 06 2010 07:20 HnR)Insane wrote:
How is 60 game ticks the build time of a CC?
There are like 22 game ticks per second -_-

e: oh, I see you're using game tick to mean the time it takes between trigger executions, not the ticks as used by replays.

Mmm bad language on my part. >_< I should've said game seconds. But yeah, I measured it and a CC builds in exactly the same amount of time as 60 trigger executions.

Curiously, the equivalent countdown timer is about 114 "seconds". (On Fastest speed, anyway.)
b3h47pte
Profile Blog Joined May 2007
United States1317 Posts
January 06 2010 02:21 GMT
#37
On January 06 2010 02:40 Bill307 wrote:
Show nested quote +
On January 06 2010 02:03 Grobyc wrote:
HOLY SHIT ANTARCTICA MELTED

It's a hidden message about the dangers of global warming!


STOP TRYING TO SPOON-FEED ME SUBLIMAL MESSAGES ABOUT GLOBAL WARMING!
ahha jk. wow i've read the Avatar thread too much.

awesome looking map (:
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 07 2010 02:10 GMT
#38
Those Asian archons man...
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
January 07 2010 02:13 GMT
#39
Wait triggers are for nubs.
high five!~
Nada's body is South Korea's greatest weapon.
ieatkids5
Profile Blog Joined September 2004
United States4628 Posts
January 07 2010 02:50 GMT
#40
you should build a ums scenario that reenacts everything since 5000 bc
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