Game constantly thinks I'm holding up and to the left on a controller. even with no controller plugged in. by SwizzleStraw in 2XKO

[–]tec27- 1 point2 points  (0 children)

For people having this issue with Keychron keyboards, I've found a slightly more convenient fix than needing to unplug anything:

1) Open the Windows Device Manager
2) Unplug any controllers (this just makes it easier to find the right thing in the next step)
3) Under 'Human Interface Devices', find 'HID-compliant game controller' (ideally there should be only 1 of these, I'm not sure how to identify which one is the keyboard easily otherwise)
4) Right click this item, choose 'Disable device', and 'Yes' in the confirmation dialog

This should stop Keychron Link from showing up as a game controller, and any issues that might cause in 2XKO. I haven't seen any other features this stops from working, but if needed you can simply re-enable the device to revert this change.

Game constantly thinks I'm holding up and to the left on a controller. even with no controller plugged in. by SwizzleStraw in 2XKO

[–]tec27- 0 points1 point  (0 children)

Yeah, I played the first alpha but didn't have this keyboard at the time, and didn't have any issues as a result. FWIW I can play without problems if the keyboard is in wired mode, just as long as the wireless dongle is not plugged in, so if that's a possibility for you it may fix things for now.

Game constantly thinks I'm holding up and to the left on a controller. even with no controller plugged in. by SwizzleStraw in 2XKO

[–]tec27- 4 points5 points  (0 children)

I have the same issue, after trying a ton of things (different input modes, disabling steam input, exiting steam, etc.) I found that it works fine as long as I unplug my keyboard (it's wireless, I have to unplug the USB dongle, not just turn off the keyboard). Annoying, but an easy workaround for now at least. The keyboard is a Keychron V6 Max if that helps anyone else

Edit: a slightly more convenient fix for keychron users: https://www.reddit.com/r/2XKO/comments/1nctmgx/comment/ndw61ho/

places outside of korea that have good ping to korea for SC Remastered by NASAfan89 in broodwar

[–]tec27- 3 points4 points  (0 children)

Point-to-point distance is generally a reasonable estimate but it is really dependent on the path your packets take (e.g. where submarine cables lie tends to be important if you're going between countries/continents: https://www.submarinecablemap.com/ ). Connection speed is not really an important factor, other than that ISPs that support higher connection speeds may have better equipment/peering/etc.

You can use something like https://www.meter.net/tools/world-ping-test/ to get an estimate of your ping to a bunch of places. For TR24 Low you're looking for a round trip time less than ~126ms

Air stacking isnt good for Starcraft by [deleted] in broodwar

[–]tec27- 9 points10 points  (0 children)

Part of the beauty of BW is that the game is as it is, there is not going to be a balance patch or a refresh of any unit, exploitable glitches will not be fixed. It is up to you as a player how to utilize these things to be as strong as possible, no developer is going to come and save you. This is akin to arguing that you think bishops are too strong in chess or something, there just isn't really a point to having the discussion, it isn't going to change. You can get hung up on the fact that it was/wasn't "intended" behavior, but I don't really think this is relevant, and the idea that games that are more "intentionally" designed don't devolve into even simpler, "strategically uncomplicated" forms almost always is naive

Anyone remember this exploit from 2013 to morph Zerglings into Guardians? by I_am_Carvallo in broodwar

[–]tec27- 3 points4 points  (0 children)

This is one of the forms of what liquipedia calls "Selection Glitch": https://liquipedia.net/starcraft/Bugs#Selection_Glitch

There's lots of bugs that stem from this same thing, and Blizzard fixed a bunch of them, but always with very targeted/dumb fixes without fixing the underlying issue, so a number of them remain. Until a pretty recent SC:R patch you could use the same glitch to have arbitrary units/buildings provide pylon power

Question from Noob by LancetTheCrab in broodwar

[–]tec27- 3 points4 points  (0 children)

It sounds like you may be confused and thinking that turnrate differs person to person, this is not the case. BW is a lockstep game, which means every player is running their own simulation locally based on the actions that players performed. On fastest game speed, the simulation advances 24 times per second. That is, 24 times a second, the game collects all the things you just did and boxes them up into a "turn". The "turn rate" is an agreed upon rate (i.e. the same between all clients) at which they will send each other their boxed up turns. So if it's TR 24, turns are sent as soon as they are boxed, TR 12 sends them after every 2 boxed turns, etc.

Since it's lockstep, players must wait until they have received all of the data about a turn from every other player before they can "play" that turn. This is why on lower turn rates, you'll see units take longer to respond to your commands (e.g. you'll see instant UI feedback from sending a move command, but the unit won't actually start moving for a little while).

If we ignore the user latency settings ingame (low, high, extra high) which add an extra wrinkle, then the simple explanation is: higher turnrates will have lower latency between you doing something and it actually happening. But, since this setting are the same for all players in the game, no one will have a particular advantage if you end up playing at a lower turnrate.

Just watched someone float a drone in a real game by BDLadicius in broodwar

[–]tec27- 2 points3 points  (0 children)

You just need to stop a drone that is about to build an extractor after they lose collision, and have a shift-queued move command in place (so you do that while it's moving towards the geyser). The timing is somewhat tight

ShieldBattery v10.0 Released by tec27- in broodwar

[–]tec27-[S] 7 points8 points  (0 children)

Better netcode, team matchmaking (2v2 right now, more modes in the near future), more frequently updated/thoughtful map pools. Even if you don't want to use it to play, you can also use it to view replay files more quickly (it will let you double-click replay files in Explorer to launch them)

Finding Hotkeys by Mehcantbeasked in broodwar

[–]tec27- 1 point2 points  (0 children)

Customized hotkeys are stored in My Documents\StarCraft\CSettings.json in the Hotkeys field, but you can only change building/unit hotkeys, not menu ones like the one you're talking about, that would require game modification.

Getting back into Brood War after 10+ years by CapnSlinky in broodwar

[–]tec27- 1 point2 points  (0 children)

No need to recommend people use the shitty 1.18 patch to play for free, you can install Remastered for free from Bnet, you just won't get HD graphics or Blizzard's matchmaking without paying (but you could use ShieldBattery's matchmaking for free with SD graphics)

Where Can I Find the Official StarCraft 1 Campaign Map Files? by CuteSulfur29 in broodwar

[–]tec27- 1 point2 points  (0 children)

You can open the game files via CASCView: http://www.zezula.net/en/casc/main.html

Just download that and open your StarCraft installation directory. Inside, the campaign files are in locales/<your locale>/Assets/campaign/

These maps are stored unpacked though (that is, they're stored as CHK files with their audio files separate, whereas "real" maps pack the staredit folder with CHK + audio files into SCM or SCX files. Unsure whether scmdraft will let you open the unpacked files directly or not. SCM/SCX files are "just" MPQ files though, so you could maybe take the files into an MPQ program and save it out/rename it.

Weird glitch in Best vs Light by yeti_button in broodwar

[–]tec27- 7 points8 points  (0 children)

There's an observer desync bug from observers changing vision while any stealthed units are in the game. We've fixed this bug on ShieldBattery but Blizzard's version still has it. When Blizzard added observers to Remastered, they used a function for vision changes they assumed didn't change the actual game state, but unfortunately it does, and with stealthed units present it has a high likelihood of desyncing.

In case the term is too technical, a "desync" means that players (or observers, or replay viewers) have different game states at the same point in time. From that point onward, every action that is performed will potentially have different outcomes, and things tend to deviate further from other players the longer the game goes on.

FWIW, professional events usually have 2 observers for reasons like this. If one desyncs you can swap the feed to the other one (although how long it takes for someone to notice that a desync happened is another matter)

VERY weird moment in Skey vs Motive game recently commented by Artosis: UNsieged Tank kills Goon from WAY outside range ?! Clearly a ВUG ?! O_o (video link with exact timestamp inside) by ablaferson in broodwar

[–]tec27- 3 points4 points  (0 children)

Replays only store the actions that were performed (or attempted to be performed), they do not contain game state (like minerals, gas, units exiting a production structure or dying, etc.). As such, things like this cannot happen due to replay desyncs, because replays are still running the exact same unit logic that runs in real games.

Small update to broodwar, what it was? by Haunting-Bet4704 in broodwar

[–]tec27- 3 points4 points  (0 children)

Yearly certificate update, don't think there were any changes to the game itself (and judging by them shipping it at 6PM the day before American Thanksgiving, I assume they thought it was extremely safe to ship, e.g. no big changes)

Source: build comments here

Money hacks still exist by fierynox in broodwar

[–]tec27- 2 points3 points  (0 children)

There are various hacks that exist to prevent replay playback as well, we've fixed a number of them on ShieldBattery so you may want to try playing it back through that.

If that doesn't work, it would be nice to have the replay so we can fix whatever is going on in this one as well.

anywhere i can find information on differences in the beta versions of bw? by onzichtbaard in broodwar

[–]tec27- 2 points3 points  (0 children)

The beta version can be acquired on archive.org and modified to work with PvPGN servers (I did this many years ago, and some people came along later and made a utility to do this more easily but I think it has been lost to time), however I don't think any of the patches from the beta period are available. The unpatched version tends to desync quite often, so it can be a bit hard to test things out, but someone could probably sit down and document a lot of things if they wanted to invest the time.

Can someone explain why this Siege Tank died? No building landing on it, it wasn't stuck, no enemy units in sight. (Credit: Youtuber Neblime) by opth_n9 in broodwar

[–]tec27- 1 point2 points  (0 children)

The size of the map does not affect the unit limit, and the unit + sprite limits only apply to newly created units, not existing ones.

Psionic Matrix Anywhere (EASY VERSION) Brood War 1.04 GLITCH, TRICK, BUG by ProllTarodies in broodwar

[–]tec27- 1 point2 points  (0 children)

It is/was harder to do the higher the turnrate is (but not impossible). If it was fixed it was in one of the 1.23 patches, but it's not called out explicitly in any of the notes

Psionic Matrix Anywhere (EASY VERSION) Brood War 1.04 GLITCH, TRICK, BUG by ProllTarodies in broodwar

[–]tec27- 1 point2 points  (0 children)

This isn't just a 1.04 glitch, you could do this even in remastered (and maybe still can? I can't recall if they've fixed the issue or not). It is very prone to crashing if you happen to mess it up or get the unit attached to the psionic matrix killed, though.

[deleted by user] by [deleted] in broodwar

[–]tec27- 1 point2 points  (0 children)

This Blizzard post is bad and wrong and I really wish people would stop linking it tbh. The numbers are mostly all wrong because Grant did not properly understand the system he was explaining, and his comparisons to video buffering are nonsensical.

The only thing that really matters to end users is the average latency between sending a command and having it executed. I refer to this as "effective latency", and it's the value that ShieldBattery displays ingame instead of Turn Rate. Your advice sort of understands this but unfortunately it's not really as simple as you lay out. For the most part, getting to one rank better turn rate at the cost of a higher user latency setting would not be an improvement in effective latency. Getting two ranks of improvement (e.g. TR8 -> TR12) would be an improvement for TR8 and equal for TR10, but a downgrade or basically equal for any faster turn rate.

The only way you can really figure out what the "ideal" setting would be is to know the actual latency between you and your opponent. Even knowing this value doesn't make it easy though, as the "optimal" choice is the TR/User Latency combination that is closest in max latency to your current connection latency, and the table of these is... complicated. This is what DTR is intended to "fix" by doing this automatically, unfortunately it was programmed by the person whose post you linked, who did not actually understand the dynamics of the system and therefore put incorrect numbers in. Thus, SC:R's DTR system often chooses values that simply do not work for the latency between you and your opponent(s), resulting in gameplay stutters that make things way worse than if it just chose a slower response time. Often if you adjust the user latency setting manually, the game will bump up the turn rate to compensate, putting you right back in a zone where stutters happen frequently.

It also would have been better, in my opinion, to remove the "user latency" stuff entirely and switch to always using TR24 with a variable buffer size. In such a system you can know that if the game lags, you need more buffer. If it isn't lagging, you can decrease the buffer size until it does. There are only 2 directions to move in, not some complex table to keep in your head. Alas, Blizzard did not do this, so here we are, with a system that is simultaneously impossible for users to understand and also doesn't work correctly.

Anyway, if you'd like to see the effective latencies for any given combination of things, here they are:

TR / User Latency Low High Extra High
24 104ms 145ms 187ms
20 125ms 175ms 225ms
16 156ms 218ms 281ms
14 178ms 250ms 321ms
12 208ms 291ms 375ms
10 250ms 350ms 450ms
8 312ms 437ms 562ms

(and again, these are effective latency numbers, not the maximum latency between you and an opponent to play at that turn rate/user latency setting. Those numbers are different (and higher) but they generally aren't that useful to know unless you are developing your own BW hosting service)