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Should we Add Custom stages in the TT's? | Yes | | 29% | [ 6 ] | No | | 71% | [ 15 ] |
| Total Votes : 21 | | Poll closed |
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Author | Message |
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Enigma
Royalty
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: NFMM Time Trials Sat 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
Number of posts : 1824
Age : 22 Join Date : 2013-03-25
| Subject: Re: NFMM Time Trials Sat 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
Number of posts : 1573
Age : 22 Join Date : 2013-11-03
| Subject: Re: NFMM Time Trials Sat 09 Aug 2014, 6:54 pm | |
| HAAAAAX!!! Lol no but how did you do it man! |
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Enigma
Royalty
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: NFMM Time Trials Sat 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
Number of posts : 7988
Age : 25 Join Date : 2012-09-06
| Subject: Re: NFMM Time Trials Sat 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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Amplifier
True Gamer
Number of posts : 3933
Age : 20 Join Date : 2012-06-07
| Subject: Re: NFMM Time Trials Sat 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
Number of posts : 2279
Age : 24 Join Date : 2013-07-17
| Subject: Re: NFMM Time Trials Sun 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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iexrrr
Noob Owner
Number of posts : 594
Age : 26 Join Date : 2010-12-13
| Subject: Re: NFMM Time Trials Sun 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
Number of posts : 1353
Age : 25 Join Date : 2013-02-10
| Subject: Re: NFMM Time Trials Tue 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:
AIM username: SinfulBliss Stage: Ghosts & Magic Time: 33.00 Car: R1
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Silent
Ownage Elite
Number of posts : 4165
Age : 23 Join Date : 2012-03-24
| Subject: Re: NFMM Time Trials Tue 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
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: NFMM Time Trials Tue 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
Number of posts : 4165
Age : 23 Join Date : 2012-03-24
| Subject: Re: NFMM Time Trials Tue 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
Number of posts : 1770
Age : 26 Join Date : 2012-07-13
| Subject: Re: NFMM Time Trials Tue 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
Number of posts : 3597
Age : 24 Join Date : 2012-01-10
| Subject: Re: NFMM Time Trials Tue 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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Vizual
Madness Reborn
Number of posts : 16731
Age : 108 Join Date : 2014-01-16
| Subject: Re: NFMM Time Trials Tue 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
Number of posts : 520
Age : 16 Join Date : 2014-02-19
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 1770
Age : 26 Join Date : 2012-07-13
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 884
Age : 29 Join Date : 2012-02-14
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 1770
Age : 26 Join Date : 2012-07-13
| Subject: Re: NFMM Time Trials Wed 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 ar s e 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
Number of posts : 884
Age : 29 Join Date : 2012-02-14
| Subject: Re: NFMM Time Trials Wed 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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SinfulBliss
Mercenary
Number of posts : 1353
Age : 25 Join Date : 2013-02-10
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 1533
Age : 23 Join Date : 2011-06-24
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 4150
Age : 25 Join Date : 2011-09-12
| Subject: Re: NFMM Time Trials Wed 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
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: NFMM Time Trials Wed 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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