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The timer used in-game and the time recorded are sometimes mismatched.
e.g. 0:02 sometimes saves as 0:02 and other times as 0:03.
This is especially apparent when you read the text on the bottom.
e.g. The par time for the level is 0:02. You finish in 0:02 but the game might read it as 0:03, thus the game doesn't tell you about beating the par time and in level select it saves as 0:03.
Is it a rounding issue? I noticed it seems to happen mostly in the latter halves of the seconds (Above 0.5 it rounds up and below it rounds down)
The text was updated successfully, but these errors were encountered:
Hi, I looked into this, because I am currently working at some code nearby. You are right, it's actually a rounding issue. What is shown is rounded down (display.cc, StatusBarImpl::redraw), what is saved is rounded to the nearest integer (client.cc, level_finished). We should not change the latter, it would be unfair to previous record holders. However, we may show times rounded to the nearest second in the status bar. This has the slight disadvantage that the initial time 0'00" is only shown for half a second. But I still think that that's preferable to the status quo. @raoulb: What do you think?
The timer used in-game and the time recorded are sometimes mismatched.
e.g. 0:02 sometimes saves as 0:02 and other times as 0:03.
This is especially apparent when you read the text on the bottom.
e.g. The par time for the level is 0:02. You finish in 0:02 but the game might read it as 0:03, thus the game doesn't tell you about beating the par time and in level select it saves as 0:03.
Is it a rounding issue? I noticed it seems to happen mostly in the latter halves of the seconds (Above 0.5 it rounds up and below it rounds down)
The text was updated successfully, but these errors were encountered: