Hope everyone did read this before posting:
http://www.unrealadmin.org/forums/sh...&postcount=170
And please
Quote:
OBS: BTPlusPlusv097r7 IS BUG Dont is compatible for Botpack.CTFGame
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is that a bug-report
-----------------------
BT++ ain't a new time. It is
-BT-Time fixed
-starting at spawn
-as accurate as possible (see below)
=> so just what BT++ players wish for and just a bit lower while i4G is nearly 10% lower
all other get this feature: (textarea + console)
-----------------------
now on i4G time
Now here comes the big assumption:
I got to assume that i4G Time is as simple and plain as described on the forum
http://www.i4games.eu/forum/p62744-t...-bt-time#62744.
If so: the only difference between BT++Time and i4G Time is the time dilation (speed of the timer = a simple division/multiplication).
As BT++ was built on BT-Time now moving to i4G time would be at least doubtable.
After asking i4G vs. BT++ time one week ago I'm
no way convinced that BT++ players want to see i4G time.
You got to proof that quickly or BT++ time is the new time.
In any case you get a time with centiseconds(this is btw 1 hundreth of a second) - not more and not less - and no option to choose between different times.
And yes it looks good:
http://img20.imagevenue.com/img.php?..._122_384lo.jpg
WHY MILLISECONDS ARE FAKE: (correct me if I'm wrong)
====================================
Level.TimeSeconds is updated every tick, server measures time.
Servers run at 20 ticks per second by default. This means on average every 0.05 seconds real time Level.TimeSeconds increases.
for simplicity take captime in realtime like i4G Time:
-> 20 consecutive ticks for you to make a cap resulting in the same seconds
-> 2 consecutive ticks for you to make a cap resulting in the same deciseconds
Up to this it is all correct to display.
On the scale of centiseconds you skip 4 possible values. But the significant change happens here so it is not all bad to show them.
Adding that ticks ain't all of the same length this opens a new playground for rec-hunters: lucking on centiseconds instead of seconds as it happend with BT-Time.
Moving further down is useless as you move to scales where you skip whole bunches (49/499/...) of possible times and it is fake to display what you can't measure (pretend you can see differences in captimes where you can't).
====================================
A preview on how
BT-Time records (seconds; left) would be
converted (not yet implemented) to BT++Time/i4G-Time(centiseconds; right)
For all BT-Times it is assumed that they were made with the slowest possible run. The i4G time is rounded up so the time is beatable with the same run.
Don't be confused: if you (correctly) transform the i4G-Time back to BT-Time you get BT-Time + 1 for technical reasons.
Code:
i4GT = ceiling(BTT*100/1.1)
BT++T = BTT
e.g 58 seconds BT-Time-> 5273 = 52.73 seconds i4G-Time | 58 BT++Time
„ 0 0 ?*
¦ 1 91 ¦
¦ 2 182 ¦
¦ 3 273 ¦
¦ 4 364 ¦
¦ 5 455 ¦
¦ 6 546 ¦
¦ 7 637 ¦
¦ 8 728 ¦
¦ 9 819 ¦
¦ 10 910 ¦
¦ 11 1000 ¦
¦ 12 1091 ¦
¦ 13 1182 ¦
¦ 14 1273 ¦
¦ 15 1364 ¦
¦ 16 1455 ¦
¦ 17 1546 ¦
¦ 18 1637 ¦
¦ 19 1728 ¦
¦ 20 1819 ¦
¦ 21 1910 ¦
¦ 22 2000 ¦
¦ 23 2091 ¦
¦ 24 2182 ¦
¦ 25 2273 ¦
¦ 26 2364 ¦
¦ 27 2455 ¦
¦ 28 2546 ¦
¦ 29 2637 ¦
¦ 30 2728 ¦
¦ 31 2819 ¦
¦ 32 2910 ¦
¦ 33 3000 ¦
¦ 34 3091 ¦
¦ 35 3182 ¦
¦ 36 3273 ¦
¦ 37 3364 ¦
¦ 38 3455 ¦
¦ 39 3546 ¦
¦ 40 3637 ¦
¦ 41 3728 ¦
¦ 42 3819 ¦
¦ 43 3910 ¦
¦ 44 4000 ¦
¦ 45 4091 ¦
¦ 46 4182 ¦
¦ 47 4273 ¦
¦ 48 4364 ¦
¦ 49 4455 ¦
¦ 50 4546 ¦
¦ 51 4637 ¦
¦ 52 4728 ¦
¦ 53 4819 ¦
¦ 54 4910 ¦
¦ 55 5000 ¦
¦ 56 5091 ¦
¦ 57 5182 ¦
¦ 58 5273 ¦
¦ 59 5364 ¦
¦ 60 5455 ¦
¦ 61 5546 ¦
¦ 62 5637 ¦
¦ 63 5728 ¦
¦ 64 5819 ¦
¦ 65 5910 ¦
¦ 66 6000 ¦
¦ 67 6091 ¦
¦ 68 6182 ¦
¦ 69 6273 ¦
¦ 70 6364 ¦
¦ 71 6455 ¦
¦ 72 6546 ¦
¦ 73 6637 ¦
¦ 74 6728 ¦
¦ 75 6819 ¦
¦ 76 6910 ¦
¦ 77 7000 ¦
¦ 78 7091 ¦
¦ 79 7182 ¦
¦ 80 7273 ¦
¦ 81 7364 ¦
¦ 82 7455 ¦
¦ 83 7546 ¦
¦ 84 7637 ¦
¦ 85 7728 ¦
¦ 86 7819 ¦
¦ 87 7910 ¦
¦ 88 8000 ¦
¦ 89 8091 ¦
¦ 90 8182 ¦
¦ 91 8273 ¦
¦ 92 8364 ¦
¦ 93 8455 ¦
¦ 94 8546 ¦
¦ 95 8637 ¦
¦ 96 8728 ¦
¦ 97 8819 ¦
¦ 98 8910 ¦
¦ 99 9000 ¦
… 100 9091 ‡
Old Accessed None bug(jamming players UT.log):
Code:
ScriptWarning: BTScoreBoard HardcoreMap.BTScoreBoard0 (Function BTPlusPlusv097r7_C.BTScoreBoard.DrawNameAndPing:0A63) Accessed None
ScriptWarning: BTScoreBoard HardcoreMap.BTScoreBoard0 (Function BTPlusPlusv097r7_C.BTScoreBoard.DrawNameAndPing:0AF4) Accessed None
Can someone point the line and/or explain how to read the addresses?