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 NFMM Time Trials

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Should we Add Custom stages in the TT's?
Yes
NFMM Time Trials - Page 7 I_vote_lcap29%NFMM Time Trials - Page 7 I_vote_rcap
 29% [ 6 ]
No
NFMM Time Trials - Page 7 I_vote_lcap71%NFMM Time Trials - Page 7 I_vote_rcap
 71% [ 15 ]
Total Votes : 21
 
Poll closed

AuthorMessage
Enigma
Royalty
Royalty
Enigma
Number of posts : 5845

Age : 23
Join Date : 2013-04-11

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSat 09 Aug 2014, 6:20 pm

Seabiscuit wrote:
WT....FUQING BS....


I honestly don't know how... Q_Q
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Metrophis
Half Life
Half Life
Metrophis
Number of posts : 1824

Age : 22
Join Date : 2013-03-25

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSat 09 Aug 2014, 6:31 pm

Enigma wrote:
Spoiler:

took me an insane amount of tries to get this...


AIM username: Enigma
Stage: Gun Run
Time: 56:51
Car: R1
I smell something fishy...Something REAL FISHY.
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LeCalisthenicsFan
Psychogenic
Psychogenic
LeCalisthenicsFan
Number of posts : 1573

Age : 22
Join Date : 2013-11-03

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSat 09 Aug 2014, 6:54 pm

HAAAAAX!!! Lol no but how did you do it man!
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Enigma
Royalty
Royalty
Enigma
Number of posts : 5845

Age : 23
Join Date : 2013-04-11

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSat 09 Aug 2014, 8:42 pm

Metrophis wrote:
Enigma wrote:
Spoiler:

took me an insane amount of tries to get this...


AIM username: Enigma
Stage: Gun Run
Time: 56:51
Car: R1
I smell something fishy...Something REAL FISHY.

...

Don't accept my time if you don't think it's legit, but I'm telling you, it is.
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Kaffeinated
Wanderer
Wanderer
Kaffeinated
Number of posts : 7988

Age : 25
Join Date : 2012-09-06

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSat 09 Aug 2014, 8:58 pm

i think it's legit. i got 1.02 on my first try and i messed up a lot.
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http://www.HIRED.com
Amplifier
True Gamer
True Gamer
Amplifier
Number of posts : 3933

Age : 20
Join Date : 2012-06-07

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSat 09 Aug 2014, 10:06 pm

AIM username: 800*28
Stage: Contrary To Popular Belief
Time: 00:22.86 http://prntscr.com/4b76ld
Car: Radical One
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Excadrill
Veteran Agent
Veteran Agent
Excadrill
Number of posts : 2279

Age : 24
Join Date : 2013-07-17

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSun 10 Aug 2014, 6:08 am

AIM username:Asymetrical
Stage:Contrary to Popular Belief
Time:22:1
Car:R1

https://i.imgur.com/qdzN2Em.png

You spelled Belief wrong in the topic.
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http://aimgamesforummotion.com
iexrrr
Noob Owner
Noob Owner
iexrrr
Number of posts : 594

Age : 26
Join Date : 2010-12-13

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeSun 10 Aug 2014, 12:32 pm

Might as well dump some times here since this thread got some activity again.

AIM username: iexrrr
Stage: Let the Dream Begin
Time: 24.33 http://prntscr.com/4bd9d5
Car: Radical One

AIM username: iexrrr
Stage: Contrary to Popular Belief
Time: 21.77 http://prntscr.com/4bd9xr
Car: Radical One

AIM username: iexrrr
Stage: Dances with Monsters
Time: 55.23 http://prntscr.com/4bdahg
Car: Radical One

AIM username: iexrrr
Stage: Maximum Overfly
Time: 59.17 http://prntscr.com/4bdbx4
Car: Radical One
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SinfulBliss
Mercenary
Mercenary
SinfulBliss
Number of posts : 1353

Age : 25
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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 8:59 am

Gonna claim Ghosts & Magic 1st place. Good luck beating this one >=D Hopefully it stays on for nice and long

Spoiler:
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Silent
Ownage Elite
Ownage Elite
Silent
Number of posts : 4165

Age : 23
Join Date : 2012-03-24

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 2:39 pm

Finally, some improved times.

Name: DradicalX98
Stage: The Stretch
Time: 58.72 http://prntscr.com/4c1ljk
Car: R1

Name: DradicalX98
Stage: Ghosts & Magic
Time: 33.93 http://prntscr.com/4c1mto
Car: R1

Name: DradicalX98
Stage: Majestic Duty
Time: 24.98 http://prntscr.com/4c1nb2
Car: R1
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Enigma
Royalty
Royalty
Enigma
Number of posts : 5845

Age : 23
Join Date : 2013-04-11

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 4:16 pm

DradicalX98 wrote:
Finally, some improved times.

Name: DradicalX98
Stage: The Stretch
Time: 58.72 http://prntscr.com/4c1ljk
Car: R1

Name: DradicalX98
Stage: Ghosts & Magic
Time: 33.93 http://prntscr.com/4c1mto
Car: R1

Name: DradicalX98
Stage: Majestic Duty
Time: 24.98 http://prntscr.com/4c1nb2
Car: R1

You got the screenshot for the Stretch wrong..
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Silent
Ownage Elite
Ownage Elite
Silent
Number of posts : 4165

Age : 23
Join Date : 2012-03-24

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 4:29 pm

Oops. Edited my post.

Name: DradicalX98
Stage: The Stretch
Time: 58.72 http://prntscr.com/4c2lhc
Car: R1

Name: DradicalX98
Stage: Ghosts & Magic
Time: 33.93 http://prntscr.com/4c1mto
Car: R1

Name: DradicalX98
Stage: Majestic Duty
Time: 24.98 http://prntscr.com/4c1nb2
Car: R1
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Dex
Half Life
Half Life

Number of posts : 1770

Age : 26
Join Date : 2012-07-13

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 10:17 pm

I really feel like something happened to this DSmod timer...I just got 57:16 on Gun Run on my first try today, and 59:85 on Overfly on my first try when normally I would be getting worse...especially on Gun Run.

Something is pretty fishy, hmmm...
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Phyrexian
True Gamer
True Gamer
Phyrexian
Number of posts : 3597

Age : 24
Join Date : 2012-01-10

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 11:19 pm

Seabiscuit wrote:
I really feel like something happened to this DSmod timer...I just got 57:16 on Gun Run on my first try today, and 59:85 on Overfly on my first try when normally I would be getting worse...especially on Gun Run.

Something is pretty fishy, hmmm...
I think so too, I just beat my Gun Run time which took me like 3 hours of attempts to do in like 3 tries today...
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https://www.youtube.com/user/PhyrexianNFM
Vizual
Madness Reborn
Madness Reborn
Vizual
Number of posts : 16731

Age : 108
Join Date : 2014-01-16

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeTue 12 Aug 2014, 11:30 pm

Name: Ya think?
Stage: The Gun Run
Time: 00:56.88 http://prntscr.com/4c6n9k
Car: Radical One
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AileronOwl
Collector
Collector
AileronOwl
Number of posts : 520

Age : 16
Join Date : 2014-02-19

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 12:18 am

AIM Username: AileronOwl
Stage: The Introductory Stage (NFM1, Stage 1)
Time: 00:10:92 http://prntscr.com/4c7px8
Car used: Radical One

Meh...

-Aile
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Enigma
Royalty
Royalty
Enigma
Number of posts : 5845

Age : 23
Join Date : 2013-04-11

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 12:28 am

Phyrexian wrote:
Seabiscuit wrote:
I really feel like something happened to this DSmod timer...I just got 57:16 on Gun Run on my first try today, and 59:85 on Overfly on my first try when normally I would be getting worse...especially on Gun Run.

Something is pretty fishy, hmmm...
I think so too, I just beat my Gun Run time which took me like 3 hours of attempts to do in like 3 tries today...

Yeah, my 56:51 time felt unreal...it didn't feel that fast to be honest, I think the timer's gone a bit dodgy.
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Dex
Half Life
Half Life

Number of posts : 1770

Age : 26
Join Date : 2012-07-13

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 1:54 am

Yup, I am correct. Either the gameplay is ahead of the timer, or the timer is behind of the gameplay...which is probably why these unreal Gun Run times of 56 or less seconds have been popping up. Metrophis, I recommend you not update the thread with these times using the updated DSmod engine...

I just recently used my timer on my phone and I did a Gun Run run. At the end, the DSmod timer showed 56:94 while the timer on my phone showed 58:19.....................................DRAGSHOTTTTTTTTT
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DragShot
Game Reaper
Game Reaper
DragShot
Number of posts : 884

Age : 29
Join Date : 2012-02-14

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 3:25 am

Enigma wrote:
Phyrexian wrote:
Seabiscuit wrote:
I really feel like something happened to this DSmod timer...I just got 57:16 on Gun Run on my first try today, and 59:85 on Overfly on my first try when normally I would be getting worse...especially on Gun Run.

Something is pretty fishy, hmmm...
I think so too, I just beat my Gun Run time which took me like 3 hours of attempts to do in like 3 tries today...

Yeah, my 56:51 time felt unreal...it didn't feel that fast to be honest, I think the timer's gone a bit dodgy.

Seabiscuit wrote:
Yup, I am correct. Either the gameplay is ahead of the timer, or the timer is behind of the gameplay...which is probably why these unreal Gun Run times of 56 or less seconds have been popping up. Metrophis, I recommend you not update the thread with these times using the updated DSmod engine...

I just recently used my timer on my phone and I did a Gun Run run. At the end, the DSmod timer showed 56:94 while the timer on my phone showed 58:19.....................................DRAGSHOTTTTTTTTT

Actually, I think the problem is in the framerate itself :T , which affects the gameplay speed. You see, up to 2.1.6, the gadgets and addons represented so much CPU consumption (ok, not that much actually) that the fps decreased to 20.5, when the official client runs at 21. At first I thought it was just me and my PC, but then I received some reports of people with the same problem and they said it wasn't recent; so I decreased the wait between frames a tiny bit to reach and maintain 21fps again in the 2.1.7 update. I had to add a small module to keep track of the actual fps painted by the game's main thread every second to ensure the fps rate was correct.

That's why now you might be reaching the finish line 1 or 2 seconds before than you were used to when using previous versions of DS-addons... and comparing your hand chronometer with a programatically linked one might be kinda useless; due to the delay that exists between your eyes, your brains and your hands, and that my chronometer works with the system time, not simply adding small amounts of time between frames. Unlike the game engine, the chrono isn't affected at all by the framerate. You might run the game at 120 fps and the chronometer would still be counting each second with normality (let's say it that way, because the chrono actually doesn't count time, just keeps the start, marked and finish times, and they're compared with the system's current time when painting the timer). I haven't even modified it since months ago ffs! :T

Anyway, I've checked it again to ensure its methods are being called by the game exactly when they should. Sorry for the inconveniences this could cause to you, guys :\ .

Oh, and as suggested by Radical24, I'm getting rid of the fps boost glitch in the pause menu, which DOES affect gameplay speed.
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Dex
Half Life
Half Life

Number of posts : 1770

Age : 26
Join Date : 2012-07-13

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 4:08 am

DragShot wrote:
Enigma wrote:
Phyrexian wrote:
Seabiscuit wrote:
I really feel like something happened to this DSmod timer...I just got 57:16 on Gun Run on my first try today, and 59:85 on Overfly on my first try when normally I would be getting worse...especially on Gun Run.

Something is pretty fishy, hmmm...
I think so too, I just beat my Gun Run time which took me like 3 hours of attempts to do in like 3 tries today...

Yeah, my 56:51 time felt unreal...it didn't feel that fast to be honest, I think the timer's gone a bit dodgy.

Seabiscuit wrote:
Yup, I am correct. Either the gameplay is ahead of the timer, or the timer is behind of the gameplay...which is probably why these unreal Gun Run times of 56 or less seconds have been popping up. Metrophis, I recommend you not update the thread with these times using the updated DSmod engine...

I just recently used my timer on my phone and I did a Gun Run run. At the end, the DSmod timer showed 56:94 while the timer on my phone showed 58:19.....................................DRAGSHOTTTTTTTTT

Actually, I think the problem is in the framerate itself :T , which affects the gameplay speed. You see, up to 2.1.6, the gadgets and addons represented so much CPU consumption (ok, not that much actually) that the fps decreased to 20.5, when the official client runs at 21. At first I thought it was just me and my PC, but then I received some reports of people with the same problem and they said it wasn't recent; so I decreased the wait between frames a tiny bit to reach and maintain 21fps again in the 2.1.7 update. I had to add a small module to keep track of the actual fps painted by the game's main thread every second to ensure the fps rate was correct.

That's why now you might be reaching the finish line 1 or 2 seconds before than you were used to when using previous versions of DS-addons... and comparing your hand chronometer with a programatically linked one might be kinda useless; due to the delay that exists between your eyes, your brains and your hands, and that my chronometer works with the system time, not simply adding small amounts of time between frames. Unlike the game engine, the chrono isn't affected at all by the framerate. You might run the game at 120 fps and the chronometer would still be counting each second with normality (let's say it that way, because the chrono actually doesn't count time, just keeps the start, marked and finish times, and they're compared with the system's current time when painting the timer). I haven't even modified it since months ago ffs! :T

Anyway, I've checked it again to ensure its methods are being called by the game exactly when they should. Sorry for the inconveniences this could cause to you, guys :\ .

Oh, and as suggested by Radical24, I'm getting rid of the fps boost glitch in the pause menu, which DOES affect gameplay speed.

I do not see the answer to our concerns.
Are you going to fix this or not? Is this something even possible fixing, or is it only affected by how each person's computer is running the game? Say if someone is running the game ONE frame less than another, so he/she will have a disadvantage with the time it takes to get to the finish line versus the guy running it a frame higher? Does your chronometer run isolated from the rest of the game then? Even if you're literally lagging your arse off the screen, then the chronometer would be running properly just like every second/minute/hour should? Wow wtf...


So it appears that this TT thing is not 100% fair and accurate, and how we worked are arses off to beat someone's time and then realize that they had a 1 second advantage b/c they were running the game faster than we were? According to how you said that it depends on how fast someone is running the game, and how many frames per second he is receiving. DragShot, is there a way you can revert this to how the previous version worked? OH WAIT, we don't even know if the previous version's timer was working legit either !!!!!!!!
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DragShot
Game Reaper
Game Reaper
DragShot
Number of posts : 884

Age : 29
Join Date : 2012-02-14

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 4:26 am

Seabiscuit wrote:
I do not see the answer to our concerns.
Are you going to fix this or not? Is this something even possible fixing, or is it only affected by how each person's computer is running the game? Say if someone is running the game ONE frame less than another, so he/she will have a disadvantage with the time it takes to get to the finish line versus the guy running it a frame higher? Does your chronometer run isolated from the rest of the game then? Even if you're literally lagging your arse off the screen, then the chronometer would be running properly just like every second/minute/hour should? Wow wtf...


So it appears that this TT thing is not 100% fair and accurate, and how we worked are arses off to beat someone's time and then realize that they had a 1 second advantage b/c they were running the game faster than we were? According to how you said that it depends on how fast someone is running the game, and how many frames per second he is receiving. DragShot, is there a way you can revert this to how the previous version worked? OH WAIT, we don't even know if the previous version's timer was working legit either !!!!!!!!

Well, now I can see why you got elected as the Biggest Idiot of 2013 :T .

Man, the problem was BEFORE, and now it is SOLVED. It's just that you all where used to your times at 20.5 fps, and now you're getting times back at 21 fps. The difference was only between both clients and was minimal, so not everybody noticed it until now that it was fixed. All the players using DS-addons had the same fps (unless their PC was really, really old, to can run NfmM properly), and still have so; so you all were and are in the same conditions when comparing your results.


Last edited by DragShot on Wed 13 Aug 2014, 6:10 am; edited 1 time in total
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http://dragshot.webcindario.com/software
SinfulBliss
Mercenary
Mercenary
SinfulBliss
Number of posts : 1353

Age : 25
Join Date : 2013-02-10

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 4:47 am

Let me just add that DragShot is releasing this completely free to Aim. We don't pay for this software. You have some kind of nerve complaining about a program you're getting for free. If it ends up having a few bugs, you endure it. It's not like a business where you can complain about it and ask for your money back. If you don't like the way it works, uninstall it. No one's making you keep it. And I bet you won't have a very good way of measuring your times either.

He said it was fixed anyway, so this is irrelevant, but for god's sake have some proper etiquette.
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Ultimato
Psychogenic
Psychogenic
Ultimato
Number of posts : 1533

Age : 23
Join Date : 2011-06-24

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 5:04 pm

Oh, might as well post an updated time for Fast & Furious now that DragShot fixed the FPS:

Spoiler:

36.65

Radical One


Last edited by Ultimato on Thu 14 Aug 2014, 4:46 am; edited 2 times in total
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Radical24
Ownage Elite
Ownage Elite
Radical24
Number of posts : 4150

Age : 25
Join Date : 2011-09-12

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 6:54 pm

Ultimato wrote:
Oh, might as well post an updated time for Fast & Furious now that DragShot fixed the FPS:

Spoiler:
Wait how? i don't think he fixed it yet.

Also i suggest a complete reset after dragshot's update is implamented
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Enigma
Royalty
Royalty
Enigma
Number of posts : 5845

Age : 23
Join Date : 2013-04-11

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PostSubject: Re: NFMM Time Trials   NFMM Time Trials - Page 7 Icon_minitimeWed 13 Aug 2014, 6:59 pm

Radical24 wrote:
Ultimato wrote:
Oh, might as well post an updated time for Fast & Furious now that DragShot fixed the FPS:

Spoiler:
Wait how? i don't think he fixed it yet.

Also i suggest a complete reset after dragshot's update is implamented

We won't need to, read the update details.
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