IGT Timer menu bug (important for full game)
3 months ago
Belgium

Hiya, as I'm almost finished optimizing IL's I've noticed this bug before, but since I was going for a world run, I've decided to look into this and discover what causes it. And I've found it, well what causes it tbh and I can explain it in theory and how to "fix" it, but in the end it's a bug only the dev can fix.

I'm playing this on pc, not on the web itself, with the download link on the dev's webpage.

Anyways, here's a vid for proof, explanation follows:

So when starting the game the IGT is correct. Both for IL timing and total time.

0:00 - 0:13 Shows normal gameplay, the first 2 levels are cleared in 3:880 & 3:210 resulting in a 7:100 total time

IL times should add up to 7:090 but I'm 100% certain this is due the IGT only showing the first 2 digits after a second, but the game keeps track of the millisecond internally. Let's say level 1 was a 3:886 and level 2 a 3:215 resulting in a 7:101 but the game shows a 7:100. I don't think the timer rounds up or down. It just adds the last milliseconds without showing

Just to clarify that discrepancy

0:14 now here's the bug. I just enter level 1 as an example, let's say i want to restart a full game or world run by exiting through the menu, without the menu after touching a flag, it will start the bug

I intentionally wait 15 and a half seconds on the level selection screen. The home menu and tutorial menu cause no problem. But waiting in the level selection screen starts the timer already. And I believe this is because the game sees this as a "death" revert and thinks you're in the game already. In this case, entering level 1 shows a 15:49 time on the first frame before resetting the level time, but the total time will stll keep track of this. First 2 levels played with a 5:950 & 3:210 resulting in a total time of 24:660. Which is the sum of the 15:490 bugged time + 2 level times and the internally last millisecond not showing

Going through the level menu after getting a flag fixes this as shown at 0:46 and I follow up with a quick second example.

So in short, the IGT timer is pretty accurate EXCEPT that it counts times after doing a reset and going through the menu. For IL's it's no problem, but for FG or world runs, the final time shown might be a bit off if you count al the level times seperately due to the last milliseconds adding up. But if you played a full game through a menu exit but not a flag exit, it will have counted the time during the level selection menu as well.

So for mods or runners submitting fg runs, keep this in mind ;)

PolygonSwarm and FireRuin like this
Colombia

This is amazing stuff! I'm preparing a new version of the game in the near future and I'll take a look at this bug.

Thank you!!

Belgium

No hassle, fireruin made me mod as well. But busy with another game atm.

But it's an easy fix for fullgame & world runs. You just need to substract the time difference in the first level of the run with the total time of the whole run. So for example if a fg is 4 minutes flat as a total time, but the runner restarted through no flag menu-ing and the time difference is 1 second flat, then the actual run is a 3:59

It's easy to spot, it's a consistent bug that carries over correctly (i tested), and it makes it fair if a run starts from booting up the game or if it restarts through a non flag exit :)

I'll update fg runs soon, no worries ;)

PolygonSwarm likes this
Game stats
Followers
6
Runs
217
Players
13
Latest news
Community - Sum of Best - (Road to 3:50?)

Hello there, I just noticed with all any% ILs having at least 1 submission each. I thought it would be cool to make up a list of the community's SOB (sum of best). Showing how fast the speedrun could be if it was played with human perfection. This is naturally never possible as some levels are quite

3 days ago
Latest threads