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Author Topic: keeping time over 1000 secs  (Read 667 times)

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Offline Husk

keeping time over 1000 secs
« on: March 24, 2014, 04:07 PM »
hi is there a way to see the time u have used in ur turn when it goes over 1000 secs used (timetrial)

this would be useful for long map challenges where u use 1 turn to finish and the timer goes over 1000 secs but the turn time from extracted log is not the actual time for the record

Offline StepS

Re: keeping time over 1000 secs
« Reply #1 on: March 24, 2014, 04:13 PM »
I think your best option is the match timer: comparing the total match time at the start and at the end of the turn. It however includes intermissions (for example if you used a shotgun during that time - the turn timer was frozen), so the log file may provide additional info on this.
The maximum turn time length in W:A is 65408 seconds (aka "infinite", which actually is 18 hours 10 minutes and 8 seconds). There's currently no way to have a truly infinite turn in W:A. Hopefully that's enough for your challenge.
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline Husk

Re: keeping time over 1000 secs
« Reply #2 on: March 24, 2014, 04:14 PM »
ok I'll look into it StepS, thanks for the super fast reply!

Offline Xrayez

Re: keeping time over 1000 secs
« Reply #3 on: March 24, 2014, 06:42 PM »
The maximum turn time length in W:A is 65408 seconds (aka "infinite", which actually is 18 hours 10 minutes and 8 seconds). There's currently no way to have a truly infinite turn in W:A. Hopefully that's enough for your challenge.

What happens if I left game for 18 hours, will it crash?  :)

Re: keeping time over 1000 secs
« Reply #4 on: March 24, 2014, 06:50 PM »
Let me guess... the turn will end? xD


dt`wreckz: zooks are effected my win

Offline Xrayez

Re: keeping time over 1000 secs
« Reply #5 on: March 24, 2014, 07:08 PM »
Or maybe it will start over from zero? Dunno dunno...

Re: keeping time over 1000 secs
« Reply #6 on: March 24, 2014, 07:19 PM »
Then Steps statement is not valid and maximum turn time is bigger :D


dt`wreckz: zooks are effected my win

Offline LeTotalKiller

Re: keeping time over 1000 secs
« Reply #7 on: March 24, 2014, 07:43 PM »
Should be funny to hear 65403rd to 65408th seconds ticking. :o

Offline StepS

Re: keeping time over 1000 secs
« Reply #8 on: March 25, 2014, 11:54 AM »
Actually, 65408 isn't the maximum time. It depends on the setting in the scheme.
It's like this:

Quote
255 (-1) = 65535 seconds
254 (-2) = 65534 seconds
253 (-3) = 65533 seconds
...
128 (-128) = 65408 seconds
127 (+127) = 127 seconds
126 (+126) = 126 seconds
...
0 (0) = 0 seconds

This is because in a byte value (which ranges from 0 to 255), the numbers 255-128 act as negative if the byte is signed. A two-byte value ranges from 0 to 65535. So imagine 0 as 65536 (unsigned value), from which the said amount of seconds is substracted.

To answer your question, once the timer reaches half of the said value (like 32767), it turns around and goes back to 0.

So, you can customize a precise turn time between 65408 and 65535 seconds using a scheme editor. But this also makes it kind of inconsistent: the SchemeEddy schemes will mostly have 65408 seconds, while the "infinite" turn time set from W:A will be 65535.

Here's an example replay of a 65535 second turn. Press Space and watch.
« Last Edit: March 25, 2014, 12:02 PM by StepS »
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]