Staredit Network > Forums > General StarCraft > Topic: Secrets of Starcraft
Secrets of Starcraft
Sep 20 2009, 10:41 pm
By: Heinermann  

Sep 26 2009, 12:21 am theleo_ua Post #21



And: If Player A has real ip, Players B and C has NAT, and they play same game, and player A leave this game - 99% that both players B and C will receive "waiting for players" message (C receives waiting for B and B receives waiting for C).

So starcraft engine has some problems with NAT players.

Anyone know - does this fixed in WC3?

And I hope this problems will be fixed in SC2 and BattleNet 2.0.



None.

Sep 26 2009, 12:35 am UnholyUrine Post #22



What about those "Save game = Lag Test" and those In game lag tests, where they spawn a bunch of unplacable carriers and kill them...



None.

Sep 26 2009, 1:17 am ClansAreForGays Post #23



How do you kill an unplacable carrier?




Sep 26 2009, 1:31 am theleo_ua Post #24



I think impossible to detect lag by triggers.



None.

Sep 26 2009, 1:41 am Arol Post #25



Saving a Game or Creating much Units will show Lag forced by slow Computers.
It will not show Lag forced by slow connection.



None.

Sep 26 2009, 10:16 am NudeRaider Post #26

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Arol
Saving a Game or Creating much Units will show Lag forced by slow Computers.
It will not show Lag forced by slow connection.
Saving a game can reveal bad connections.
Often no one is shown but IF someone is shown chances are pretty steep that he's the lagger. I also was under the impression quickly pausing the game ( [F10] -> [p] ) and unpausing after giving the save command improves this method.
It never reveals the 2 NAT players though (if they are there).




Sep 26 2009, 2:30 pm Arol Post #27



How could "saving a Game" show up a slow connection? I'm pretty sure it only or at least almost always shows a lager whose lag is caused by a slow computer.



None.

Sep 26 2009, 10:48 pm Heinermann Post #28

SDE, BWAPI owner, hacker.

Because the message sent is delayed, and because all other players' games have paused to save the game, lagger has not received the message. When he does receive the message, all other players' games will be unpaused while his is paused, this showing that he is lagging.




Sep 27 2009, 6:18 pm Symmetry Post #29

Dungeon Master

Rofl, Heinermann I think you're the first person to find those replay commands ever :P I mentioned them over on TL.net, see the results for yourself: http://www.teamliquid.net/forum/viewmessage.php?topic_id=102640 :P



:voy: :jaff: :voy: :jaff:

Sep 27 2009, 6:50 pm Doodle77 Post #30



Quote from Excalibur
Falk, can we force SC to use any port we like? Case and point can I force it to use Port 80 (default web browsing port) since my router refuses to port forward?
Yes, but it won't help you with your port forwarding issues.



None.

Sep 27 2009, 7:05 pm theleo_ua Post #31



Quote from Symmetry
Rofl, Heinermann I think you're the first person to find those replay commands ever :P I mentioned them over on TL.net, see the results for yourself: http://www.teamliquid.net/forum/viewmessage.php?topic_id=102640 :P

Quote from name:ix
Replays can be joined together into one file for a whole multi-map series that plays continuously and is downloaded once, other wise knowing the number of games to get a win (Bo3, Bo5) and the number of replays you've downloaded will spoil the last game as you know the outcome.

They really can be joined together or it just an idea?

BTW - are replays are mpq archives, that contain scm or scx map and replay information file (like chk and wavs in maps)?



None.

Sep 27 2009, 11:56 pm Symmetry Post #32

Dungeon Master

The first post is all theoretical stuff - note that it's in the SCII forum.



:voy: :jaff: :voy: :jaff:

Sep 28 2009, 2:17 am Corbo Post #33

ALL PRAISE YOUR SUPREME LORD CORBO

LOL 129 vs 3 that knew. And those 3 were probably you and 2 liars.

The whole topic is about how KK became god after then lolol



fuck you all

Sep 28 2009, 6:26 pm O)FaRTy1billion[MM] Post #34

👻 👾 👽 💪

Quote from Corbo
LOL 129 vs 3 that knew. And those 3 were probably you and 2 liars.

The whole topic is about how KK became god after then lolol
..Even though he repeatedly credited Heinermann. ;o

Also, not knowing the StarEdit command-lines years ago makes me very upset.
staredit -e 4 -w 96 -h 48 -t 255
Make a 96x48 Jungle map filled with null and allows square terrain.

Post has been edited 1 time(s), last time on Sep 28 2009, 6:35 pm by FaRTy1billion.



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Sep 29 2009, 10:36 am Heinermann Post #35

SDE, BWAPI owner, hacker.

Quote
They really can be joined together or it just an idea?

BTW - are replays are mpq archives, that contain scm or scx map and replay information file (like chk and wavs in maps)?
No, replays can't be joined together. Replays use the PKLIB compression library that is statically linked in Starcraft.exe. It's the same as the save files and character files.

Replays are split into 3 compressed sections:
Header
Map (CHK)
Actions

I have docs on all three. There are no WAVs in the replay. I attempted to document the save format, but that went insanely horrible since the save file has several mixed compressed and uncompressed sections. I didn't try documenting the character file.




Sep 29 2009, 2:37 pm theleo_ua Post #36



Quote from Heinermann
ddemulate -- Emulates directdraw instead (Fixes vista problem).

What problem with Starcraft in Vista? I played in Vista more than a year without ddemulate - and no problems (only problem I received is "crash when connecting to free PVPGN servers" - but it cannot be fixed by ddemulate:) ).



None.

Sep 29 2009, 5:03 pm Ahli Post #37

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from theleo_ua
Quote from Heinermann
ddemulate -- Emulates directdraw instead (Fixes vista problem).

What problem with Starcraft in Vista? I played in Vista more than a year without ddemulate...
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