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Dynamic time diff bug #953
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minusnotrng_plusrng.zip example demo playing live with the dynamic timer diff bhop_mae |
I'm unable to reproduce it and have a nagging feeling that you are still running the version that was broken. |
Downloaded latest, compiled, tried again it's still fucked up. Told you to come and see how to reproduce, but you still don't know how to reproduce that even tho I recorded a video for you. Come and see it live how to cause it. |
[ Heroine ] kebenjekajse : now |
Also, after updating it's not as fucky as it used to, but still fucks up sometimes. |
bhop_mae.zip demo of another odd shit |
Also, when you go back to startzone (not with !r) your dynamic time is not back to 0 when you have more than 10 seconds on the timer (you can have even 30 on it, walk back to startzone, walk out and it will show -10 sec on dynamic timer right away). Your thing is bugged. |
callstack of sm_r thats why the shit only resets on !r and not when you enter startzone without !r cheers |
I told you many times before that that was an issue. And thinking about it now, if you use a set start plugin it can mess with it as well. Or checkpointing inside the start zone. |
That PR fixes a part of this. I messed around with grabbing the difference for every player every 10th frame (~0.1s on CSS) and then returning that cached but who knows how well servers with many people & a big replay will handle that. |
Unfortunately sorting through large arraylists is pretty heavy on the server. The way I have it implemented now is pretty accurate until it goes outside the search range. But if a player is 10 seconds ahead or behind the replay than that accuracy shouldn't really matter. As far as having the skipping frames thing goes, as long as there's a convar to control the number of frames skipped then I think that'll be a great idea. |
The way that log implemented it worked just fine with 20 ppl on the server and a 10h long replay :/ I still don't understand why it was reworked. It was accurate and really not cpu heavy. |
A reminder for our current lazy dev. He knows what to do, but is too busy at the moment.
Steps taken to reproduce: Play, watch the timer suddenly going from for example -0.1 sec to +20 sec and stay +x forever (counting, but wrong).
Replay bots:
bhop_mae
Positon: setpos 1266.043823 423.967499 -29.968689;setang 19.866026 171.646530 0.000000
Style: Scroll
bhop_badges
Starts acting already outside of the startzone
Style: Normal
bhop_mae.zip
bhop_badges.zip
Let me know if you need more. That kind of stuff never happened on log's approach to dynamic time difference.
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