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Add more options to settings GUI including game-speed slider #2687

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commented Feb 14, 2013

This adds several new hidden settings to the Red Alert and Dune 2000 settings menu including the anticipated game-speed slider from #2058.

game-speed-slider

cap-fps

new-sound-options

debug

Mailaender added 5 commits Feb 14, 2013
- video volume
- map music (was shellmap music)
- sound engine
- performance text switch
- performace text update rate
- AI debug messages
- trait report threshold ticks
@TimvdEijnden

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commented Feb 18, 2013

+1 :)

@psydev

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commented Feb 20, 2013

Will you be matching the speed intervals from earlier games? (The sliders on C&C and RA had 7 settings. I think they were a bit different, though...)

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commented Feb 20, 2013

The game speed is continuously and not calibrated with the steps from legacy games.

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commented Feb 20, 2013

Well here are the figures from C&C Gold (v1.06c r3, Nyerguds' version). There are 7 positions on the slider. Here are the multipliers for each position on the gamespeed slider.

Slider position 1: 1x
Slider position 2: 1.2x
Slider position 3: 1.5x
Slider position 4: 2x
Slider position 5: 3x (this is my preferred setting, and close to the speed in OpenRA.)
Slider position 6: 6x
Slider position 7: 30x

(#7 is kind of crazy. I don't remember if it was quite like this in the original, or if this is nyerguds' doing. There's a framerate limiter option you can use in C&C. If you use the framerate limiter option, then #7 becomes 6x, and #6 becomes ~5.35x.)

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commented Feb 20, 2013

I'm really really against exposing the local timestep as game speed. People are going to change this on their own machine, get weird choppy gameplay in MP, and complain to me ;)

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commented Feb 20, 2013

Other than that, 👍

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commented Feb 20, 2013

The TimeStep in OpenRA is similiar to the GameSpeed of C&C95 described at http://cnc-comm.com/community/index.php?topic=1827.0 by @Nyerguds and his crew because a lower value will increase game speed. (My GUI will take care of that to not alienate gamers.)

What do you suggest @chrisforbes? Have predefined values for TimeStep or disallow very high values which will slow down the game too much that it feels choppy? I noted that TimeStep is flagged as internal setting, but it was the value @earthpig used for his first approach. Should there be a new game-speed setting for end-users somewhere else?

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commented Feb 20, 2013

No, I mean that it needs to be the SAME on all clients. This is just how
often the client will try to tick. If you set it faster than the other
players, you'll get 1-2-3----wait----1-2-3-----wait stutters because your
client is racing to the next net tick (every 3rd tick).

If you really want to do this, you need to expose it in the lobbyinfo so
that every client can pick up the correct value.

On Thu, Feb 21, 2013 at 9:52 AM, Matthias Mailänder <
notifications@github.com> wrote:

The TimeStep in OpenRA is similiar to the GameSpeed of C&C95 described in
here http://cnc-comm.com/community/index.php?topic=1827.0 because a lower
value will increase game speed. (My GUI will take care of that to not
alienate gamers.) What do you suggest @chrisforbeshttps://github.com/chrisforbes?
Have predefined values for TimeStep or disallow very high values which will
slow down the game too much that it feels choppy? I noted that TimeStep is
flagged as internal setting, but it was the value @earthpighttps://github.com/earthpigused for his first approach. Should there be a new game-speed setting for
end-users somewhere else?


Reply to this email directly or view it on GitHubhttps://github.com//pull/2687#issuecomment-13855711.

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commented Mar 1, 2013

Hmm as the time step also affects the renderer this looks like fast forward on a video tape. Maybe I should invent a new GameSpeed variable and multiply only the gameplay relevant things (fire rate, movement speeds, build time) with it.

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commented Nov 26, 2014

Moved the game speed slider idea to #7014.

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