Author Topic: In game timer for FF7  (Read 3313 times)

BarbarianMathematician

  • Guest
In game timer for FF7
« on: 2009-12-09 15:52:22 »
Now that I got the files and some of my own models working in the game, seeing that I first tried it out, I noticed the timer in the reactors to be going a bit slow. I counted the timer only to notice it was way off. What I mean is that I was technically able to make it out of the first reactor in less than a minute, which seems highly unlikely.

When I tried it again, the timer counted down 1 for every 2 or 2.5 seconds. Can someone either lead me to a post to resolve the problem or help point me in the right direction. Much appreciated if you can.

Thanks in advance.



Just noticed. I think this might be in the wrong forum. Let me know if that is the case.
« Last Edit: 2009-12-09 16:22:46 by BarbarianMathematician »

nfitc1

  • *
  • Posts: 3013
  • I just don't know what went wrong.
    • View Profile
    • WM/PrC Blog
Re: In game timer for FF7
« Reply #1 on: 2009-12-09 17:14:32 »
Might be closer to tech-support, but I know the answer so I'll answer. :D

Welcome to qhimm's forums, by the way.

I don't know technical details on WHY this happens, but it ALWAYS happens when you're running a multi-core processor system and more than one core is running the game. You have two choices:

1) set the game to run on a single core and the time will run normally

2) enjoy the additional time you get as this applies to ALL timed events ;)

That's about all there is to it.

titeguy3

  • *
  • Posts: 1283
  • A jack of all trades
    • View Profile
Re: In game timer for FF7
« Reply #2 on: 2009-12-09 19:37:17 »
Yeah, the timer's actually made very poorly in this game... If your game lags and you get a low framerate, the timer will still run at normal speed! Adversely, if you've got a multi-core system (which most people do) it runs slow! Go figure. Although I may be being unfair to the people of Squaresoft because I know that if i were told to make an in-game timer, I don't know that I'd anticipate compatibility with future platforms and fans cracking open and modding just about every aspect of the game.

BarbarianMathematician

  • Guest
Re: In game timer for FF7
« Reply #3 on: 2009-12-09 20:53:29 »
I see. It seems strange the speed is inversely related to the processor speed. Either way, this will help me get the game back to a regular feel.

As fr the models I mentioned earlier, I just decided to modify the models to still maintain their original appearance, but I am just adding more polygons to make them look a bit less blocky. But that is besides the point.

Anyway, thanks for the help as well as knowing exactly why it is slowing down. Just a quick question about this as well. Does that mean total game play time is also slow? If that is true then it would be hard to tell how long I played the game.

titeguy3

  • *
  • Posts: 1283
  • A jack of all trades
    • View Profile
Re: In game timer for FF7
« Reply #4 on: 2009-12-10 01:02:26 »
I see. It seems strange the speed is inversely related to the processor speed. Either way, this will help me get the game back to a regular feel.

As fr the models I mentioned earlier, I just decided to modify the models to still maintain their original appearance, but I am just adding more polygons to make them look a bit less blocky. But that is besides the point.

Anyway, thanks for the help as well as knowing exactly why it is slowing down. Just a quick question about this as well. Does that mean total game play time is also slow? If that is true then it would be hard to tell how long I played the game.

I don't know. It counts dynamically so why don't you try timing a minute on the game timer?