ID:260584
 
I was wondering if we could get faster mouse controls.
MouseEntered()
src.iconstate ="2"

This takes about 1 second to actually change states.

I too, checked to see if was beating a dead cat. I am not. I also checked to see if anybody else has asked and only found two posts. Here and here. Neither got answered.
I was somewhat hopeful that with the release of 4.0 and its new mouse features they would have implemented this, but no luck.

Maybe once they get out the next update or two and move back to working on software features they'll consider it. Then again, it may reside in the deep, dark, corners of the BYOND source code, where only the bravest dare to enter.
In response to DarkCampainger
Me too. My HUD is slow. The trailing effect should be achieved with a spawn(10)...not by default. <----My opinion.
On my old computer, I can skip over turfs with a quick enough mouse sweep and a slow enough tick lag, but the effects are immediate otherwise.

Does the problem actually have to do with the mouse? It sounds more like a mix of network lag and the fact that BYOND does not have client side processing (other than skins, which should solve some button animation problems that those posts mention). The server reads only one command from each player per tick. The client's mouse is sending input to the server, which executes the code on its end and then has to send the output back.

You can decrease world.tick_lag to increase the rate of ticks, but it might cause problems in your overall network lag.
In response to ACWraith
ACWraith wrote:
Does the problem actually have to do with the mouse? It sounds more like a mix of network lag and the fact that BYOND does not have client side processing (other than skins, which should solve some button animation problems that those posts mention). The server reads only one command from each player per tick. The client's mouse is sending input to the server, which executes the code on its end and then has to send the output back.

Well, I'm pretty sur that there wouldn't be any network lag as I am not using anything with DS involving a network.


You can decrease world.tick_lag to increase the rate of ticks, but it might cause problems in your overall network lag.

Actually, when I did this, it did increase the reaction speed but it is still noticably slow. A;so, this probably will create problems later unless this specific part of my game is run seperately from the rest of my game, which is possible.
In response to Hiro the Dragon King
Hiro the Dragon King wrote:
Well, I'm pretty sur that there wouldn't be any network lag as I am not using anything with DS involving a network.

You are. Remember, all DM processing (all procs) are run server-side, which can be very inefficient, as in the case of the mouse procs - whenever a corresponding mouse action proc is defined (overridden) in the game, and the mouse pointer fulfills a condition that should cause an action to happen, Dream Seeker signals this to the server so it can run the needed proc. This means overriding something like atom/MouseEntered() will cause Dream Seeker to send subsequent updates when you, say, hover your mouse along a line etc.
In response to Kaioken
Well, if it already sends more than one while moving your mouse over the item, than this needs to be fixed due to lag issues. While your mouse is over the same item, even if it is being moved, it should not send an update to the server unless it moves off of it.