![]() After game backs to sync, u may find someone appeared just at ur back from nowhere, or u may find that u are dead for 60 seconds, even u made ur own kills :lol: But if it command of players laggs or delay, unit continues to move in direction player set, for seconds or even minutes, repeating last command. Interesting is that some game Halo1, I played online for a bit, doesnt have lagg. But, as Buga said, all these ideas would just slows down everything, which isnt what we we want: to slows down only units response. I dunno how to do that, but I will think about, maybe get some better idea Perfect would be if someone can make little program which could make u actually play single player, but over Internet. I dont have idea how could be made real lagg, I guess that for that should be used some kind of "hook" mouse/keyboard so the game doesnt accept commands like move/build/attack immediately. Not elegant solution and simulation of real lagg, but could be useful. Idea is make cpu busy/free, by controlling some other process in background, in other words like Buga said: "torturing of CPU". That could be maybe useful for players who wants to train in bigger realism vs computer. I got a some idea that would have be possible to change speed of emulation of the aoc process which could be used to randomly change speed of the game while it running in realtime. Could some AI be coded so it responds with 500ms delay? In the meantime (and even after), playing online is the best practice you`ll get I don`t see an easy resolution to this problem, if anyone has any good ideas please share, coding it wouldn`t be a problem. ![]() Delaying user input gives wrong results (delayed view scrolling, for example). I thought of some easier solutions, like delaying user input for 500 ms (which is pretty easy to do), but it is wrong - the game in multiplayer gets your input (keystroke, mouse click) instantly, while it only delays its execution in the means of units responding to it half a second later (or more, if there`s lag in game). Maybe my approach is totally wrong, I didn`t have too much time to think about it thoroughly after all, so feel free to comment and share opinions. ![]() Maybe, just maybe it could be solved by hacking the game memory if there`s any variable that holds a flag to signal multiplayer delay to the game, but finding it means more hard work to be done ( if such variable exists at all). This should probably involve in-depth game analysis (through assembler code, because we don`t have the source ) - which is really painful and pretty time-consuming to do, and probably code injection after that (if the right part of the code is found). Responding to commands in multiplayer was intentionally "delayed" for 500 milliseconds (so the game can catch-up with all the command messages shared across the players over the network), and the only way I see simulating it in single player is somehow hacking the game to trigger this behavior in single player mode, too. Ah, this same question bothered me for a long time, until I finally gave up I thought of some solutions, but none was good enough to work without any problems.
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