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legacy-mipt|redline
07-04-2003, 09:49 AM
Respawn Time in script (uc files in Source for 2225):
Shield - 30 second
Super Shield 60
DoubleDamage 90

In real game
Shield 27.5
Super Shield 55
Double Damage 90-93

Why it is diffrents???

legacy-monkeycircus
07-04-2003, 09:58 AM
If this is instant action (i.e local machine) I would hazard a guess that it is because UT2003 has incorrectly judged your clock speed of the machine you are running the game on. Because, you have to remember that it is based on so many 'ticks', not so many seconds.

The frequency of ticks is dependant on the system you are running the game on, because it can only tick at the speed of the CPU. The CPU speed is calculated by the game when it executes, but can be wrong. If it is incorrect, and the CPU is at a speed slightly above the games judged-cpu speed, then I would say that is the cause.

You can see this by manually setting your CPU speed in the command line too low, and the game will go even more out of synch ( I cant remember if it will get faster or slower, but it will change).

So, if my guess is true, then you should try setting your CPU speed manually to what you know is the correct speed, i think you can do it at the console with:
CPUSPEED=#
where # is your clock speed in MHz.

If that ain't the cause, then I don't know why it does that.

legacy-mipt|redline
07-04-2003, 10:42 AM
2 monkeycircus you are not right because on diffrent mashines respawn time is NOT diffrents

what is real respawn time for all pickups ?
the best players says that:
Double Damage - 81.5 seconds
why so much diffrent from script?

MaxDesireability - what is this ?

Mysterial
07-04-2003, 12:30 PM
Actually, UT2003 runs on a time dilation of 1.1 at the default gamespeed, which means something that says it takes 90 seconds in script actually goes 1.1 times faster, hence the actual delay of 81 seconds.

legacy-monkeycircus
07-04-2003, 02:47 PM
Yes, I AM right. This may not be his particular problem, but my explanation is still feesable. Everything else will run faster, but it is hardly noticeable if the error is only small, so the normal player cant tell the difference.

From UDN, under command line parameters:
CPUSPEED= - tells the engine to work off a specific CPU speed. If you set this lower than your CPU speed this will cause the game to run fast because it things the instructions are executing more slowly than they really are. If you set it higher, the game will run more slowly.

Its on this page here:
UDN command line parameters and console commands (http://udn.epicgames.com/pub/Technical/CommandLineOptions/)

There ya go ;)

This, as I said, only applies to local machines, because the server will control timings in a network game (unless the servers CPU speed is wrong). It has the same basic affect as chaning the gamespeed setting.

legacy-mipt|redline
07-05-2003, 04:45 AM
2 monkeycircus: the time for radically different machines isn't different!

2 Mysterial: please explain me again :)
Why UT2003 runs on a time dilation of 1.1 at the default gamespeed? Where is it write? Is it whrite in soure for 2225
And what is real FireRate, Speed ?

legacy-monkeycircus
07-05-2003, 05:29 AM
Thats not what I said, go back and read my posts.

The game auto-detects the clock frequency of the machine when you execute it, but, depending on your system, it can detect the clock frequency wrong, so that the game thinks its running on a cpu faster or slower than it actually is.

EDIT:
heres the info from the epicgames page for console commands:
CPUSPEED=# Identify your CPU speed, useful for machines which don't autodetect their speed properly. For example, CPUSPEED=266.

legacy-mipt|redline
07-05-2003, 05:32 AM
2 monkeycircus go icq 301018791

legacy-monkeycircus
07-05-2003, 05:40 AM
I don' t have ICQ

And this is from the console commands page at epicgames:
CPUSPEED=# Identify your CPU speed, useful for machines which don't autodetect their speed properly. For example, CPUSPEED=266.

which is over here:
UT console commands (http://unreal.epicgames.com/UTConsole.htm)

legacy-mipt|redline
07-05-2003, 05:53 AM
Distinctions between from RespawnTime in source to RespawnTime in real game with gamespeed=100% explain not the error autodetect cpuspeed.

Are u agree with it? :)

legacy-monkeycircus
07-05-2003, 06:11 AM
yea, that is true. However, human users cannot detect if the game is running at 100% or not, because the difference may be very very small (e.g detects cpu at 1900MHz when its actuall 1950MHz would be very tiny difference that would only cause a few seconds time difference in respawns), and the game will tell you that it is at 100% (even though it, in the real world, is not).

But i think mysterials explanation is better than mine.

legacy-mipt|redline
07-05-2003, 06:16 AM
Can anybody explain me what is parameter MaxDesireability ?
It for bots?

legacy-monkeycircus
07-05-2003, 06:23 AM
Yea, it returns a value of how the bots 'desire' the pickup. I imagine it is to decide if the bot should stray off of its current path to collect the pickup, or to tell the bot which weapon/item they would prefer to go off and find.

You can find more info on it in Pickup.uc

legacy-mipt|redline
07-05-2003, 06:27 AM
2 monkeycircus greet tnx
can u explain me where can i find "time rate" for adrenaline combo?(how many pills per second when stated adrenaline combo)?

legacy-monkeycircus
07-05-2003, 06:35 AM
yea, i think its calculated in the combo class (e.g. combo.uc, combospeed.uc, comboinvis.uc etc.)

As Duration and AdrenalineCost.

legacy-Mr Evil
07-05-2003, 07:24 AM
Originally posted by mipt|redline
...Why UT2003 runs on a time dilation of 1.1 at the default gamespeed? Where is it write?..
Open a map in UEd, then go to 'View->LevelProperties'. In the properties, expand 'LevelInfo' and note that the value for 'TimeDilation' is 1.1

legacy-mipt|redline
07-05-2003, 07:32 AM
if real gamespeed 110 % or TimeDilation=1.1
All parameter must be recalculated ?
so as FireRate, RespawnTime, Actor.Speed(example speed of rocket, churk of flack), Duration of AdrenalineCombo?

legacy-Mr Evil
07-05-2003, 07:40 AM
Yes, everything time-based will run 1.1x real-time. Strange, I never thought about it before, although I knew that all standard maps say TimeDilation=1.1, but a 10% difference is not much really.