IGT Timer menu bug (important for full game)
25 days 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 en FireRuin vindt dit leuk
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 vinden dit leuk
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