ID:438529
 
Resolved
Animation speed was still largely tied to client ticks instead of actual time elapsed. Now if Dream Seeker drops frames, animations will not appear to slow down.
BYOND Version:493
Operating System:Windows 7 Home Premium 64-bit
Web Browser:Firefox 10.0.2
Applies to:Dream Seeker
Status: Resolved (494)

This issue has been resolved.
If you are using a high FPS (lets just say 100!), animations seem to slow down the more you have on screen. This doesn't seem to effect the overall responsiveness of the game, just the speed at which animations play. It effects all types of animations as far as I can tell; movement/flicking/idles. It is much more noticeable as a client connected to a remote server. Also, all of this is in Software mode, Hardware mode is currently too broken to even bother testing.
Falacy wrote:
Hardware mode is currently too broken to even bother testing.

Crashes? I had that issue too. I've reported it here (Old account): http://www.byond.com/forum/?post=206598

No
If you can make a demo for this, I'll try it out. Also, when you say that hardware mode is too broken, does that apply for the 494 version that I made some changes for?
In response to Tom
Tom wrote:
If you can make a demo for this, I'll try it out.
http://www.byond.com/games/Falacy/BoxZombies
http://www.angelfire.com/hero/straygames/ByondBugs/ AnimationSlowdown.png
The left is when connected to the server, the right is when running the game locally. That trail is just a flicked icon_state on an object. For the trail to be twice as long like that, it means the animation is playing half as fast as it should be. That is in a somewhat idle situation, and can become worse if a lot is going on on-screen.

Also, when you say that hardware mode is too broken, does that apply for the 494 version that I made some changes for?
The 494 changes vary. They seemed to resolve the issue for clients, which is why I would like a public release, but have degraded things when running locally. For hardware mode at least, software mode seems to work fine.
Ok, I'll try that out and see where the bottlenecks are regarding the animation timing. Now when you run this in 494 hw-mode, what are you seeing that is so problematic? That is actually the bigger concern to me than the timing issue.
494's hardware mode showed a general overall slowdown in local DS instances, as I mentioned in that other topic. However, when connecting to a server, hardware mode ran smoothly (what we need the public release for). 494's software mode seemed to work fine in all cases.
Lummox JR resolved issue with message:
Animation speed was still largely tied to client ticks instead of actual time elapsed. Now if Dream Seeker drops frames, animations will not appear to slow down.