New IGT (In-Game Time) timing method (WiP)
1 year ago
Netherlands

Since Battleborn is playable again, this means that you can technically submit runs again!

However, since most of the functionality (including the main menu and the game's IGT calculation) is still missing, I have tried to figure out whatever gets closest to it.

So far, I found a method for calculating in-game time that gets close, but it is not exact.

For Main Story Geared/Gearless or any main story missions, you can calculate in-game time loosely with this website:

https://somewes.com/frame-count/

To explain this more easily I will use one of my own videos:

Set the Console Preset to Custom and the Console FPS to 60.

You can move forwards and backwards in videos per 1/5/10 frames, seconds or minutes.

Set the start frame to the first frame that your character can move. As an example, in my own Main Story Geared video, ISIC starts moving in The Algorithm on frame 40933.

Set the end frame to the first frame that the player/UI disappears when the mission is completed. In the same video, this is on frame 91974.

With this timing method, the in-game time frame counted is ~1.25-2 minutes slower than what the game used when servers were online.

This does not work with Operations. I am still trying to figure out how to calculate that.

If you submit any runs, I'll double check with frame counting.

I hope this helps!

Belgium

The frame timing is most likely slower because it won't account for cutscene times and possibly selecting level up bonuses (though im not sure about the latter affecting in game timer).

Netherlands

Adding to this 1 year old post!

There's an update for Reborn that mostly restores the main menu! Sadly, Advanced/Hardcore is not restored (yet), the original in-game time calculation is still missing, and it uses custom menus for selecting characters/gear.

My explanation for IGT is slightly wrong: Set the start frame for IGT to the first frame that the level becomes visible. This is also the first frame the battleborn logo starts fading out (in the example video, this is frame 40932).

The end frame for IGT calculation is still the same.

Anyone is free to submit a run using RTA time in LiveSplit, but IGT will need to be calculated. Please keep this in mind!

Thanks!

Edit: Another thought has just occured to me. What if we just use LRT (Load Removed Time)? This way, the only time we need to remove is time spent in the main menu or loading into missions.

Bearbeitet von der Autor 2 days ago
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