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What would make the HTML5 version awesome FOR YOU?


theFiringHand
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Hey!

For those of you unaware, with the new HTML5 client, it is possible to uncap the traditional 60 FPS frame limit that existed since the Flash client (since Flash couldn't support higher FPS values), but this takes a bit of effort to enable. My idea is to simply automatically uncap the 60 FPS limit, as there's no reason why this limit exists. It boggles my mind that this already hasn't been done, and to say it is a bit irritating to go through the steps in this article to uncap the FPS limit is an understatement.

Thank you!

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now why the hell does HTML5 version use nearly 1.4GB of RAM when i'm on the main page (not in a battle), while flash only uses no more than 40MB??

Spoiler

flash:

2YM8W34.png

HTML5:

vWjkBaD.png

this explains why i get some stutter on the main page but its smooth in battles (html5)

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Adding the ability to set multiple (3) keys for Supplies and Overdrive in the controls would be nice.

I use Keyboard (Arrow Keys) to play in HTML5 but sometimes to enjoy the Ares' uniquity, I use Mouse controls along with W, A, S, D to move the Hull. While using the arrow keys, I have to switch the Supplies and OD controls with some keys closer to the arrow keys for easier control over supplies in the Battlefield, but, switching to W, A, S, D makes me configure the keys back to the number keys and Left-Shift which is kind of annoying to do so every single time.

Spoiler

*did you count how many 'keys' I entered above? Well, even if you did I don't have anything to reward you with. ?‍♂️

 

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The removal of many annoying dialogs. It feels like the new interface was designed specifically to be an ad platform for premium. The two most annoying are:

  • This one, which pops up whenever you mouse over the corner of the screen, and covers most of the useful interface. Ideally, you could just make it pop up on click, rather than rollover or move it to where it does not obstruct the usable interface
  • The "Bonus from premium" one here, which causes a permanent dot on the special and removes the usefulness of that dot (normally to identify a complete mission) to anyone without premium. Definitely remove the triggering of the dot, and Ideally move it to the bottom of the list.

Also, the lagginess of the new UI makes it feel slower, even though it is technically faster in some cases.

Edited by GaussianElimination
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On 8/12/2020 at 9:05 AM, Aegis said:

 

I don't think the sluggishness of the UI depends that much on communicating with the server, although that does play a part, especially after just starting up the client. It has to do with having to create new 3D rendering contexts.

Make a note of which parts of the UI are slow to navigate. Going from the Lobby to the Garage is slow, but going from the Lobby to Containers is faster. This is because the Garage renders your tank on screen, and opening the Garage requires creation of a new rendering context and the loading of the relevant 3D models and textures. In contrast, the Containers screen only has sprites and UI elements, and loads much faster. Likewise, opening the Missions window is pretty fast because it only has UI elements, but going from the Missions window back to the Lobby is very slow, because the entire scene of your tank in the garage needs to be set up.

In Flash, many things are faster because the only time a new 3D scene needs to be created is when you go from the Battle section of the UI to the Garage section. Ideally, it should be the same way in HTML5. The same scene of your tank in a garage should be used for the Garage window, and the Containers, Settings, and Missions windows should be drawn on top of the Lobby window, just like the Clans, Announcements, and Chat tabs are right now. Then things will become more responsive. Honestly I'm not sure why things were done the way they are in the first place.

Edited by ThirdOnion
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34 minutes ago, ThirdOnion said:

 opening the Garage requires creation of a new rendering context and the loading of the relevant 3D models and textures.

This might be one of the reasons, but my guess might also be possible as well. To be honest, it is quite hard to find the root cause from a black box like this one. And yes, it seems that they use the classic loading screen method to "load" the garage, while the better way to implement it is to lazy load the Tank's 3D model (i.e. display rest of the UI elements first without waiting for the Tank model to render, then render the model asynchronously).

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I say the flags need to flash in Capture the Flag so you know who has taken a flag.  There is a red and blue flag in the top center with score that needs to flash when a flag is taken.  Why didn't they follow flash it did that to let you know when enemy had your flag.  Also the effects of the game needs to be more like flash where the tanks slide around corners in html5.  There are glitches in html5 where the screen flickers and freezes and crashes says to re-enter game.  Oh the developers have a lot of tweeking to do with this html5 to get it better!!!

 

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Have been using HTML5 version in browser exclusively for months.  HTML5 is quite stable for me compared to Flash which gives me an error every couple games.  Recently started using Flash a bit more because I was participating in blitz tourneys.  I carried that over to MM because I have been getting very irritated in the HTML5 version with spawning after dying and going to the garage, only to self-destruct and spawn again.  That doesn't happen in Flash and has to be fixed.

The feel is still quite different and I felt like I played better in Flash and was more accurate.  There is a jumpiness that happens sometimes in HTML5 that I didn't experience in Flash especially when rotating quickly to make a shot.  Just felt more fluid and controlled in Flash.  (I have consistent 50ms ping and 60 fps in HTML and Flash.)

Playing with heavy hull augment felt quite different on a wasp or hornet.  The hull felt much heavier and less responsive on Flash than on HTML5.  In HTML5 often you will drive right under or through an opponent if you hit them with a fair amount of speed and heavy hull augment.  Basically acts like ignore tanks hack.  I think the physics are more accurate in Flash but less fun than in HTML5.

TJR is my favorite mode and despite my strong connection, I never start with juggernaut when playing in HTML5, either alone or in a group.  I decided to try Flash and the first 3 games I started as juggernaut.  Next one I was 2nd to load on my team and started as juggernaut again in the fifth game.  That was with a group of 2 other players, one of whom will start the game with juggernaut 9 times out of 10.  (The both use Flash.)

That speaks to 2 problems with the game.  First is that Flash players have an advantage in loading into games faster than HTML5 is able to.  That is an advantage in all modes.  The loading times need to improve drastically for HTML5.  For me, according to the game timer, I always load into Flash 5-10 seconds faster. 

Second, the allocation of the initial juggernaut in TJR needs to be fixed.  It should not be first to load the game.  You constantly see the same people being the first juggernaut.  Many use this advantage to farm experience and crystals and K/D.  If they are about to die early in the game, they will leave before dying and join another to be juggernaut in that one.  People also game the system by sitting in the garage at the start of the game or after dying, waiting for their juggernaut to die so they can spawn as the next juggernaut.

All that said, for me, I also remembered tonight why I switched to HTML5.  I had so many mid-game errors in Flash that I had to stop using it.  Errors I had to go to task manager to get the Flash client to close.

The errors I experience in HTML5 generally occur at the start of a battle where I will just get a gray screen.  In the background, there are 100+ connections for resources being performed and if one of them gets stuck or is going slowly, the game won't load and usually requires a browser restart.  HTML5 has to be more resilient and quick to load.  Cache this stuff on the client or put it on a CDN so it isn't served constantly by the game server and is more local to players.  Every time I have investigated the problems starting a game, it has been caused by a static resource failing to load in a timely fashion.

FYI, I do not like the HTML5 client for a variety of reasons.  I like being able to troubleshoot the errors and that is not possible with the locked down Chromium-based client.  Restarting from errors in the client takes longer.  I do not like how normal hotkeys are disabled in the client or that logins are not cached.  I like in-game links opening in my browser rather than in-game.  Lastly, I am not able to stream from the HTML5 client while I can from HTML5 in a browser like Chrome.  

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I think that the java version is better (even because I've been playing on java for 5 years), because it is less laggy and  less bugged, but if java is gonna close it won't be a problem to switch to html 5.

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14 hours ago, r_shish2 said:

I think that the java version is better (even because I've been playing on java for 5 years), because it is less laggy and  less bugged, but if java is gonna close it won't be a problem to switch to html 5.

SMH

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14 hours ago, r_shish2 said:

I think that the java version is better (even because I've been playing on java for 5 years), because it is less laggy and  less bugged, but if java is gonna close it won't be a problem to switch to html 5.

its flash not java

 

pls fix camera on html5, way too slow.. it can be hard to aim with such settings

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On 8/27/2020 at 12:53 PM, StopChasingMe said:

Haven't played for a while, and come back to find Shaft's aiming in HTML is still jacked up.  Wonder if they'll ever fix it to be smooth like the flash version....

Of course they'll fix it!

But when there's no deadline..... then there's a lot of flexibility... XD

 

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17 minutes ago, krish123_super said:

all ,a similar one ,XD

Question was not directed to you, but by all means you can reply, however "all" means everything and nothing especially that some part like the UI is new and will never be like/reverted to the Flash UI (therefore "all" cannot apply here anymore), you need to be more specific. Maybe try to answer this one instead: What is missing for you?

Edited by Viking4s

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6 hours ago, Viking4s said:

which part do you want most?

Battle list, interface, graphics, these 3 are important, but if they want all players still play tanki, they should do everything 1 : 1

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How about a hotkey to get in to full screen? I always have to click the button in the Client, meanwhile in the Flash Client I can just press "O" to get in to full screen mode would be nice if this could be added as well for HTML.

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Make HTML version exactly like Flash (UI), especially the battle. I cannot play HTML is really bad (FPS is around 41), so it's laggy and it gives me headache after few minutes. I never had lags with Flash, FPS always at max. I've seen the Help page but nothing changes, I play with a laptop (with NVIDIA card) and I've problems only in HTML (I disabled all graphic options too, still bad FPS).

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4 minutes ago, Bracco said:

Make HTML version exactly like Flash (UI), especially the battle. I cannot play HTML is really bad (FPS is around 41), so it's laggy and it gives me headache after few minutes. I never had lags with Flash, FPS always at max. I've seen the Help page but nothing changes, I play with a laptop (with NVIDIA card) and I've problems only in HTML (I disabled all graphic options too, still bad FPS).

Try updating your drivers, it may help.

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1 hour ago, Bracco said:

Make HTML version exactly like Flash (UI), especially the battle. I cannot play HTML is really bad (FPS is around 41)

tell me the difference between 41 fps and flash capped frame rate of 60?

i get capped 40 on html5 (screen refresh rate) and it is perfectly playable

there are people here who have to play on 10 FPS.. why are you complaining 

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