IGT vs RTA
6 years ago
Ontario, Canada

The big question is, varied loading times. What do we do to deal with those?

Alayan そして Rph これを好き
Antarctica

In game time is definitely the way to go. It is extremely laggy on any computer really and between tracks you could potentially lose a minute over a long period form loading.

Alayan これを好き
Ontario, Canada

Then how are we going to record IGT? That's the million dollar one question that always comes next.

編集者 投稿者 6 years ago
Małopolskie, Poland

I belive he meant how are we going to Count the time In-game. Some mod to add an ever counting up timer? External app?

Antarctica

There was an ingame mod I thought did it, but it only does external time, which is pretty useless imo.

Małopolskie, Poland

We could add up endlevel times displayed by the game? That would be more involving but I could develop a web tool to speed the process up

Małopolskie, Poland

I mean, clicking with a mouse isn't particularly difficult... But for the map, we could reuse some of the games code to have the timer on the map as well?

Antarctica

Just get the game's timer it uses for races and set it to start when the run starts and end at the end.

Ontario, Canada

Wouldn't that require manual split entering? The main issue now is the world map, because that in itself is part of the run, there's no timer for it, and there's a skip in it for Any%.

Though, if someone were willing to set up LiveSplit's autosplitter, it may work well.

編集者 投稿者 6 years ago
Antarctica

I'm not sure entirely how the in-game timing system works, but I imagine it is just how many of something happens until a second has passed (not frames, but something like that). Basically this could be added as a feature to time everything, not just the levels. This wouldn't include loading time but everything else until Nolok is beaten.

Małopolskie, Poland

Guys, I might of discovered something that will revolutionize this topic. See, the game has a built-in record feature... The recording only contains 1 frame of loading screen... The loading gets ignored essentially. To get the IGT, we could simply start the in-game recorder when pressing the story mode, and overlay a normal timer. The downside is that you use a game's built in thing which locks it down to 30 FPS. I might try fiddling with the source to unlock the framerate, still, a thing to concider.

Alayan これを好き
Antarctica

You can change the maximum frame rate in one of the xml files somewhere.

There is theoretically track lag, but I don't know how this actually affects runs.

Małopolskie, Poland

It slows down how fast the game runs but you can turn down graphics. As long as you don't run out of disk space, you should be fine

Ontario, Canada

I'm going to try this tomorrow, and do a test run of Any% using thism and see how it works.

France

So does the in-game recorder work for this purpose ?

It's obvious that RTA without loading times is a better measure of skill than RTA with loading times ; so does Rph's solution work ?

編集者 投稿者 6 years ago
ゲームスタッツ
フォロワー
77
走行
943
プレイヤー
62
最新スレッド
投稿日 3 months ago
108 返信
投稿日 5 months ago
2 返信
投稿日 1 year ago
6 返信
投稿日 2 years ago
0 返信
モデレーター