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LatencyChanger 0.2 - Page 3

Forum Index > BW General
Post a Reply
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Num
Profile Joined October 2007
South Africa62 Posts
January 31 2008 19:19 GMT
#41
I am confused. How exactly does a program reduce latency? From my understanding latency is based on line-speed and distance from the other party. Now one of those you cannot change so how does a program reduce latency?
Regentropfen
Profile Joined July 2004
Germany277 Posts
Last Edited: 2008-01-31 19:28:06
January 31 2008 19:27 GMT
#42
On February 01 2008 04:17 tec27 wrote:
Show nested quote +
On February 01 2008 04:03 MasterOfChaos wrote:
You need the latest launcher (0.4.1). Simply press the update-button.

Python_Max also told me that any plugin that modifies code in the least could not possibly be implemented in the launcher, so don't get your hopes up too much.

I already talked to him(and as I sometimes help a bit with the AH, I also have the source), and it is possible atm, but might make problems with future launcher versions.
One advantange of this plugin is, is that the patch contains no jump out of the starcraft-code which would require a checking of your plugin too.
The main problem is the little time we both have.

About #L1, I don't know if the average internet connection can handle that, as I have done very little testing with human enemies. And the delay on LAN is short enough for most. I supplied all options from 1 to 5 because it was almost no additional work, and giving the user the choice is not bad imo.

On ICCup there probably will be only one mode which automatically enables itself if all players have the launcher. It may take python some time to create it though.

As an option to make it easier for players to control, couldn't you just modify the values SC uses for low-latency, high, and extra high (on the options screen). That way, if everyone has the launcher, it would default to one value, but they could easily change it up mid-game if they encountered lag.



It only changes the base latency, you can still select between low, high and extrahigh. But for Latency=2 that is not the low/high/extra of battle.net but that of LAN.


FYI
War is not about whos right, its about whos left
OzzZz
Profile Joined January 2008
14 Posts
January 31 2008 19:51 GMT
#43
nice
Pashel v pisdu baran ebanyi!
R1CH
Profile Blog Joined May 2007
Netherlands10341 Posts
January 31 2008 20:27 GMT
#44
On February 01 2008 04:19 Num wrote:
I am confused. How exactly does a program reduce latency? From my understanding latency is based on line-speed and distance from the other party. Now one of those you cannot change so how does a program reduce latency?

BW has a "built in" latency buffer, presumably for synchronization purposes since the game runs synchronous. When Starcraft came out, high latency dialup was quite prevalent, so this additional latency was needed to stop the game freezing while waiting for sync in the assumption that a constant speed is preferable to a game that slows down or freezes periodically for synchronization. These days, people are on higher bandwidth, lower latency connections, so the additional latency added to the game is not required as much.

How effective this program will be depends on the connections of the people in game, obviously setting a latency for LAN when there are people with high ping in the game will just result in constant freezing while BW waits for sync, but for people playing exclusively on low latency connections, it should work pretty well.
AdministratorTwitter: @R1CH_TL
TL+ Member
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
January 31 2008 20:46 GMT
#45
On February 01 2008 03:23 Equinox_kr wrote:
I'm a little confused about the #LL concept. Wouldn't everybody want #LL1 so the latency is that of single player mode (and thus maybe slightly better than LAN? I'm not sure if there's actually any difference in latency between them: LAN might have a TINY bit of more latency problem)? I don't understand why anybody would want #LL5 (rofl makes no difference ) either.


LAN is 200 ms latency while SP is below 100. Sometimes you can tell the difference, but that doesn't really matter since "true" StarCraft is LAN latency anyway. Basically, muta micro is very easy in SP and you can perform neat stuff like move&hit with zealots etc.

I'm tempted to know if Korean leagues decide to switch if they can implement SP latency on LAN.
You want 20 good men, but you need a bad pussy.
Ancestral
Profile Blog Joined August 2007
United States3230 Posts
January 31 2008 21:23 GMT
#46
Korean leagues are played on LAN right?

Sorry if this is ignorant, but I was of that thought.
The Nature and purpose of the martial way are universal; all selfish desires must be roasted in the tempering fires of hard training. - Masutatsu Oyama
Folca
Profile Blog Joined October 2006
2235 Posts
January 31 2008 21:37 GMT
#47
wait, are you talking about, that people that have too much latency to make games, can finally make games?
wow,
Dea : one time when he was playing vs the comps he asked me "how do I make that flying unit that makes the other stuff invisible" and I reply "ur playing terran zomg"
LumberJack
Profile Blog Joined October 2002
United States3355 Posts
Last Edited: 2008-01-31 21:39:42
January 31 2008 21:39 GMT
#48
On February 01 2008 05:46 BluzMan wrote:
Show nested quote +
On February 01 2008 03:23 Equinox_kr wrote:
I'm a little confused about the #LL concept. Wouldn't everybody want #LL1 so the latency is that of single player mode (and thus maybe slightly better than LAN? I'm not sure if there's actually any difference in latency between them: LAN might have a TINY bit of more latency problem)? I don't understand why anybody would want #LL5 (rofl makes no difference ) either.


LAN is 200 ms latency while SP is below 100. Sometimes you can tell the difference, but that doesn't really matter since "true" StarCraft is LAN latency anyway. Basically, muta micro is very easy in SP and you can perform neat stuff like move&hit with zealots etc.

I'm tempted to know if Korean leagues decide to switch if they can implement SP latency on LAN.


that would be fucking SICK, it would completely change the game

edit: positively of course
Man fears the darkness, and so he scrapes away at the edges of it with fire.
jimminy_kriket
Profile Blog Joined February 2007
Canada5520 Posts
January 31 2008 21:44 GMT
#49
On lan SP latency should be no problem, isnt lan latency usually somewhere below 10ms?

And even bnet, I usually ping well below 100ms and so do my friends. So would SP latency work in this case?
life of lively to live to life of full life thx to shield battery
SonuvBob
Profile Blog Joined October 2006
Aiur21549 Posts
January 31 2008 22:03 GMT
#50
From an old thread:
On September 12 2007 05:48 SonuvBob wrote:
Game latency FPVOD test results:

Single Player: 83-100ms (5-6 frames)
Multiplayer (UDP): 217-233ms (13-14 frames)
B.net (Low Latency): 450-650ms (27-39 frames)
B.net (High Latency): 667-833ms (40-50 frames)
B.net (Extra Latency): 867-1050ms (52-63 frames)

All testing done with just one person and one computer in melee mode, recording with Camtasia at 60fps. I tried two different tests:

1. SCV movement: The time between first frame in which the right-click circle is visible and the first frame in which the SCV rotates or moves in response.

2. SCV creation: Using the bottom right buttons, which show up as white when the mouse button is pressed, and yellow again when the mouse button is released (the command is not issued until the mouse is released). Used the time between the first frame after mouse-up and the first frame in which the unit appears in the queue.

So the LAN/L2 setting will cut B.net latency by more than half, and the SP/L1 setting will cut LAN/L2 latency by more than half.
Administrator
Agahnim
Profile Joined September 2007
Netherlands132 Posts
January 31 2008 22:14 GMT
#51
Tried it with some friends. The SP/L1 mode is orgasmic to play with on b.net <3 <3 <3
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
January 31 2008 22:16 GMT
#52
On February 01 2008 06:37 Folca wrote:
wait, are you talking about, that people that have too much latency to make games, can finally make games?
wow,

That has nothing to do with latency, that is caused by a blocked port 6112 and not addressed with this plugin.

The current version does not work on LAN, but the older version on http://www.bwprogrammers.com/modules.php?name=Forums&file=viewtopic&t=1228 does.
+ Show Spoiler [Source] +
program LatencyChanger;

{$APPTYPE CONSOLE}

uses
windows,
util,
sysutils,
classes;
var hProcess:THandle;
ProcessID:Cardinal;
Wnd:hWnd;
Written:Cardinal;
Data:String;
Delay:byte;
const Address=$004D925B;
begin
if paramcount>0
then Delay:=strtoint(paramstr(1))
else Delay:=2;
Data:=#$B8+chr(Delay)+#0#0#0#$90#$90;
EnablePrivilege('SeDebugPrivilege');
Wnd:=FindWindow(nil,'Brood War');
if Wnd=0 then raise exception.create('Window not found');
GetWindowThreadProcessId(Wnd, @ProcessId);
hProcess:=OpenProcess(PROCESS_ALL_ACCESS,true,ProcessID);
if hProcess=0 then raise exception.create('Could not open process');
WriteProcessMemory(hProcess,Pointer(Address),@Data[1],length(Data),Written);
end.
LiquipediaOne eye to kill. Two eyes to live.
MeriaDoKk
Profile Blog Joined July 2007
Chile1726 Posts
January 31 2008 23:41 GMT
#53
thanks MasterOfChaos im putting this on the SC Chilean forums :D (in your name of course)
CapO
Profile Blog Joined March 2007
United States1615 Posts
February 01 2008 00:28 GMT
#54
this is what scares me the most: Changes Starcraftcode in memory, which is detectable by Antihacktools like Warden, so there is a risk, that blizzard decides to invalidate the users Accounts/CD-Keys.
USE AT YOUR OWN RISK!

=/
SNSD fan
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
February 01 2008 00:44 GMT
#55
this works great guys. i hope it doesnt become a bannable thing and if it was in the iccup launcher i would just do something so extreme i dont even know... gj chaos.
Science without religion is lame, Religion without science is blind
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
Last Edited: 2008-02-01 00:53:25
February 01 2008 00:44 GMT
#56
On February 01 2008 09:28 CapO wrote:
this is what scares me the most: Changes Starcraftcode in memory, which is detectable by Antihacktools like Warden, so there is a risk, that blizzard decides to invalidate the users Accounts/CD-Keys.
USE AT YOUR OWN RISK!

=/


Well we've had that with many programs, like Penguin Plug too. I think it's worth the risk. I tried it but my connection is too crap for it to not be choppy at L3. [Edit] It works with some people well at L2 :D This is awesome.
jimminy_kriket
Profile Blog Joined February 2007
Canada5520 Posts
February 01 2008 00:52 GMT
#57
On February 01 2008 07:16 MasterOfChaos wrote:
Show nested quote +
On February 01 2008 06:37 Folca wrote:
wait, are you talking about, that people that have too much latency to make games, can finally make games?
wow,

That has nothing to do with latency, that is caused by a blocked port 6112 and not addressed with this plugin.


Hey speaking of which, would it be possible to make a simple program that changes the port sc uses? I don't need it but it would be hella usefull when im playing with people who dont know how to port forward (which seems to be everyone on b.net with a rounter :\)
life of lively to live to life of full life thx to shield battery
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
February 01 2008 00:58 GMT
#58
On February 01 2008 09:52 jimminy_kriket wrote:
Show nested quote +
On February 01 2008 07:16 MasterOfChaos wrote:
On February 01 2008 06:37 Folca wrote:
wait, are you talking about, that people that have too much latency to make games, can finally make games?
wow,

That has nothing to do with latency, that is caused by a blocked port 6112 and not addressed with this plugin.


Hey speaking of which, would it be possible to make a simple program that changes the port sc uses? I don't need it but it would be hella usefull when im playing with people who dont know how to port forward (which seems to be everyone on b.net with a rounter :\)


The game data port method is pretty easy to carry out for that, but ya a program would be useful I guess.
tec27
Profile Blog Joined June 2004
United States3702 Posts
February 01 2008 01:00 GMT
#59
On February 01 2008 09:28 CapO wrote:
this is what scares me the most: Changes Starcraftcode in memory, which is detectable by Antihacktools like Warden, so there is a risk, that blizzard decides to invalidate the users Accounts/CD-Keys.
USE AT YOUR OWN RISK!

=/

The risk is pretty low. Warden only checks certain offsets that are typically overwritten by hacks, and the offsets used by this program don't fall under that. He's just making sure he's covered in case Blizzard completely modifies Warden one day. Even when Warden catches hackers now, all it does is give them a loss.
Can you jam with the console cowboys in cyberspace?
CapO
Profile Blog Joined March 2007
United States1615 Posts
February 01 2008 03:28 GMT
#60
On February 01 2008 10:00 tec27 wrote:
Show nested quote +
On February 01 2008 09:28 CapO wrote:
this is what scares me the most: Changes Starcraftcode in memory, which is detectable by Antihacktools like Warden, so there is a risk, that blizzard decides to invalidate the users Accounts/CD-Keys.
USE AT YOUR OWN RISK!

=/

The risk is pretty low. Warden only checks certain offsets that are typically overwritten by hacks, and the offsets used by this program don't fall under that. He's just making sure he's covered in case Blizzard completely modifies Warden one day. Even when Warden catches hackers now, all it does is give them a loss.


definately makes me feel better =]
SNSD fan
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