Do vehicles move slower now? I remember playing about 6 months ago and I remember vehicles being much faster than walking. Right now I am faster walking than on this motorcycle. Is it a bug with my system? Or is there an option I can change to make vehicles go faster.
Also, I remember them moving seamlessly. Mine is taking a little pause every turn.
I’ve noticed that they have fixed one problem though, because it used to be that when you held down . key while driving the game would queue up like 1 million turn passes and your car would drive itself for like a minute causing you to crash into everything.
[quote=“DeadWeight, post:7, topic:1728”]I’ve noticed it “seemds” fast just to hold the dirrectional arrow while in the game it takes longer, like posted above, look at the little clock to see how long it takes.
To sum it up, walking IRL is faster, but slower time wise in the game.[/quote]
It is indeed faster in in game time. Sorry I should have been clearer. I meant that it is slower in IRL time.
This. The rendering is much better now and it’s IRL faster to drive as well as faster in the game.[/quote]
Nice they just uploaded it? I’ll try it out. Thanks.
I thought the devs had found this code for the animation in vehicle movements, so it’d slooooowwwly crawl between each tile nomatter how fast it was going… then some kind soul deleted the code and now going 70 mph seems faster then walking?
It’s not faster, rly. Direct Layer only pushes graphics, but unfortunally, not input. So in realtime - you still have the same ammount of latency after keypress; the gain is in viewport drawing speed.
Not to drag the tail too much - SDL has the ability to handle 2D win graphics at almost the same speed as ncurses do the job for unix-based OSes running the game.
[quote=“vultures, post:14, topic:1728”]It’s not faster, rly. Direct Layer only pushes graphics, but unfortunally, not input. So in realtime - you still have the same ammount of latency after keypress; the gain is in viewport drawing speed.
Not to drag the tail too much - SDL has the ability to handle 2D win graphics at almost the same speed as ncurses do the job for unix-based OSes running the game.[/quote]
In the SDL version the latency between key repeats is actually controlled by SDL. If you’re building the game from source you can adjust this yourself by changing the call to SDL_EnableKeyRepeat in sdlcurse.cpp (the two parameters are the initial delay before key repeating starts, and the repeat interval, both in milliseconds I think). If you drop your repeat interval to something ridiculously low like 10 milliseconds you can blaze across the map like lightning
I recently tried the SDL version, if you aren’t using safe mode you will be sprinting your way directly to the Game Over screen, even if you don’t change the repeat interval.
I now have to change sdlcurse.cpp and see how much faster I can go, it’s already atleast twice or thrice as fast.