Quake III Arena Forum  /  IL table
  EwilEwil

I've added all levels to IL table.

 
  EwilEwil

I would like to discuss how are we gonna time ILs. My proposition is the first frame to the last one, including miliseconds.

 
  KiruaKirua

Imo we should just go by IGT to the second, even if it leads to ties or whatnot. Honestly it's not like ILs matter a lot so it's overkill to framecount them (and also most maps are long enough that IGT to the second would be ok)

 
  EwilEwil

Well, there's not much competition so far, but when it gets full, we might need to do that.

 
  bigbossbigboss

Dont you have to hit "start game" before starting the map? Cant it just be the same as any% timing then? Timer starts once you hit start, and time ends once you get the final frag? (I havent watched any of the IL runs so forgive me if im incorrect).

 
  KiruaKirua

Well there's no reason not to accept ILs done during an entire run, in which case you wouldn't start from the menu. If you have the ingame timer on, it's honestly the most convenient solution.

 
  EwilEwil

Yeah, no reason to use real-time if the game has correct in-game timer built it (enable it with cg_drawtimer 1).

 
  bigbossbigboss

Oh, I thought we were talking about IL submissions that are just the IL and not a cut from the entire run. Retiming for each IL would be a pain, so an in-game timer does sound more reasonable when taken from an entire run. UT99's in-game timer actually rounds up and down depending on when you finish a map. Like ending a map at 28.7 will round it up to 29 iirc. I wonder if Quake's is similar in that way? It could reduce the amount of probable ties.

 
  EwilEwil

Doesn't really matter if it's taken from a full-game run or not. Since Q3 doesn't show you the final time, there is no rounding.

 
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