Animation delay

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
Post Reply
Rhetor
Posts: 117
Joined: Mon Jan 31, 2005 6:12 pm
Location: Gdansk, Poland

Animation delay

Post by Rhetor »

Dear All,

in old TOAW III one could switch off movement animations completely, thus saving a lot of time when moving large stacks. How one does that in TOAW IV? I don't have the steam version.
User avatar
Lobster
Posts: 5425
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Animation delay

Post by Lobster »

Doesn't matter if you have the Steam version, Matrix install or the Mars Special Limited version. It all works the same. Check Player or Game Options for all of your game setting needs. [;)]
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
User avatar
sPzAbt653
Posts: 10039
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Animation delay

Post by sPzAbt653 »

I don't have the steam version.
Very good sir, you are one of the blessed ones! Therefore for you we have installed the Spacebar on the keyboard, whence upon striking it all animations will disappear.

Too bad for the Steamers who do not have this feature! They will pretend that they do in order to hide to their shame. [:(]
Rhetor
Posts: 117
Joined: Mon Jan 31, 2005 6:12 pm
Location: Gdansk, Poland

RE: Animation delay

Post by Rhetor »

Well. Switching "nodelay" on/off, setting the animation movement timer to various values nor hitting the spacebar does not seem to have any effect on animations.

hitting spacebar only switches unit visibility on/off.
User avatar
Lobster
Posts: 5425
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Animation delay

Post by Lobster »

ORIGINAL: sPzAbt653
I don't have the steam version.
Very good sir, you are one of the blessed ones! Therefore for you we have installed the Spacebar on the keyboard, whence upon striking it all animations will disappear.

Too bad for the Steamers who do not have this feature! They will pretend that they do in order to hide to their shame. [:(]


Blah blah blah. Boring. [8|]

https://www.pcgamer.com/steam-now-has-9 ... hly-users/



Image
Attachments
ScreenHunt..0714.30.jpg
ScreenHunt..0714.30.jpg (50.52 KiB) Viewed 262 times
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
User avatar
Shadrach
Posts: 762
Joined: Tue Oct 16, 2001 8:00 am
Location: Oslo, Norway
Contact:

RE: Animation delay

Post by Shadrach »

I just hold down Shift or I press Caps Lock to not have to hold it down. But for some weird reason it seems doing both speeds it up even more... [8|]
OUW (Order of the Upgrade Wars)
Image
There are folks out there with way too much time on their hands.
- Norm Koger
User avatar
sPzAbt653
Posts: 10039
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Animation delay

Post by sPzAbt653 »

ORIGINAL: Rhetor
Well. Switching "nodelay" on/off, setting the animation movement timer to various values nor hitting the spacebar does not seem to have any effect on animations.
hitting spacebar only switches unit visibility on/off.
So how did you switch off movement animations completely in TOAW III ?

EDIT: Oh, and Shad is correct about CAPS LOCK, that is what I do when moving more than one unit by rail across the map. It doesn't turn of the animation, but it speeds it up.
Rhetor
Posts: 117
Joined: Mon Jan 31, 2005 6:12 pm
Location: Gdansk, Poland

RE: Animation delay

Post by Rhetor »

ORIGINAL: sPzAbt653

So how did you switch off movement animations completely in TOAW III ?

EDIT: Oh, and Shad is correct about CAPS LOCK, that is what I do when moving more than one unit by rail across the map. It doesn't turn of the animation, but it speeds it up.

You just needed to run the .exe file with the attribute "NODELAY", i.e. edit the link this way.

I tried the caps lock, no change whatsoever. Strange.
User avatar
Lobster
Posts: 5425
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Animation delay

Post by Lobster »

ORIGINAL: Rhetor
ORIGINAL: sPzAbt653

So how did you switch off movement animations completely in TOAW III ?

EDIT: Oh, and Shad is correct about CAPS LOCK, that is what I do when moving more than one unit by rail across the map. It doesn't turn of the animation, but it speeds it up.

You just needed to run the .exe file with the attribute "NODELAY", i.e. edit the link this way.

I tried the caps lock, no change whatsoever. Strange.
I keep nodelay on but I think it's shift+caps lock?
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
User avatar
sPzAbt653
Posts: 10039
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Animation delay

Post by sPzAbt653 »

I think the Timers were added for IV [been too long, can't remember for sure]. These are the settings I use, pertaining to the animations, highlighted in Blue.

With these settings, when I hit Caps Lock the RR movement picks up a lot of speed, although if a stack of say 5 or more units is moving, it will be slower and herky-jerky as the screen adjusts and refreshes to try and keep up.

Hitting the Spacebar with these settings and Caps Lock ON hides all units and really speeds up the movement. You said earlier that 'hitting the spacebar does not seem to have any effect on animations' so I suspect perhaps your Timer Settings.

Image
Attachments
Help14.jpg
Help14.jpg (138.69 KiB) Viewed 262 times
Post Reply

Return to “The Operational Art of War IV”