It seems that with the new patch, came a new bug!
Now some people seem to get negative FPS.
(original thread:
http://forums.jeuxonline.info/showthread.php?t=685328 , google it for a translation)
What does that mean?
It means that because the lack of synchro between the real framerate and the one calculated, some characters cover great distances in but a few seconds.
The original poster in the above thread says that the distance he can cover in three seconds while running can vary between 10 to 100 meters.
Another guy tells us how he was hanggliding when all of a sudden he litteraly "warped" to the other half of the dark kingdom, crashed to the ground, rolled on the floor over a distance of 2 to 3 kilometers, then rolled over the side of a moutain, reached the top and litterally got ejected to the other side.
The question is: why have they modified this "fps" setting?
Are they trying to hide the real FPS behind a false number?
Who knows?
But there's one thing that 's almost certain: Vuarr must be Inspector Clouseau's hidden twin brother.
Comments
Oh man I would pay to have that happen to me
Of course if I was not killed or injured in the process
It's only 60 bucks + $15 a month
So now the mages and archers can run backwards at full speed, just like before the patch.
Think of it more as a rollback than a fix.
Well, as I already said on French boards, negative frame-rate is pure non-sense. And as you explained here, this can cause nothing else but big bugs (for example, the animation system needs an accurate value to work properly).
It seems that for strange reasons, the devs tried to make some, well..., let's say improvements on the sub-routine which is in charge of calculating the frame-rate. So, as some people asked me if it might be possible to give a hand to the devs to finish the coding of the game they sold 3 weeks ago (erm no...8 months ago in fact, forgot the pre-sales), I decided to do something for them. Here is the highly complex sub-routine which calculates the frame-rate and even caps it to 25 FPS as the devs apparently wish to keep:
#ifdef PIX_CONTRIBUTION
#include "MyContributionToHelpTheDevs.h"
double MyContributionToHelpTheDevs::GetFrameRate(void)
{
double time,frame_rate=0.0 ;
time = GetChrono(CHRONO_FRAME) ; // retreive the time in ms
if ( time != 0.0 )
{
do
{
frame_rate = 1000.0 / time ;
time = GetChrono(CHRONO_FRAME) ;
} while ( framerate > MAX_FPS ) ; // where MAX_FPS is 25 for DnL, as usual...
ResetChrono(CHRONO_FRAME) ;
}
return frame-rate ; // return the frame rate in FPS
}
#endif
How to use this:
1- call this function each loop
2- magically, you will get the correct frame rate without any chance of getting a negative one.
3- no more FPS bugs and you will even be able to inform the players of the correct frame-rate.
Hope this will help.
No, it's not only a flight sim
Current Work In Progress
MUahahaha! This is great!
Farlan should get the Pulizer for the greatest entertainment (= laugh) of 2006!
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
http://darkandlight.net/forums/showthread.php?t=65798
so now they have locked the thread that NS posted regarding the FPS fix from _Pix_ (wtg!!!! WOOT! but dont give them any more, make them pay for it!)
How much you wanna bet we see an improvement in DNL's FPS soon?
Ahhh so thats where all the bugs came from,isnt it?
Well,then I will make my own contribution:
delete the line #undef PIX_CONTRIBUTION from dnl code!!!!