All of the singleplayer functionality of my timer works, the only thing I really need to do is to add individual timers to work under multiplayer from either a listenserver or a dedicated server.
So far here is the progress I have done so far.
Release Candidate 6
Youtube Video: https://www.youtube.com/watch?v=qzs_mj6Idig
Information
- Zone Based Activator
- .00 MS Display included with the MM:SS
- Reset Feature Included
- Clean Digital Display
- Low Entity Count
There are 226 Point Entities and 50 Texture Entities which is less than 300 therefore map making for speedruns is more enjoyable due to the low entity count and low memory usage with the triggers.
Release Candidate 6 Changelog
- Changed the display timer that t spawn it will display all zero's
- Fixed : Timing issue while running on a dedicated server
- Marked the Reset marker with a border so you know exactly where the reset zone is and the start zones are
- Gap between trigger_multiples for start/reset zones have widened to ensure that the triggers do not overlap or override the start/reset sequence
- at spawn the timer will display all zero's
- timer now recycles and repeats indefinitely back to zero and recycles again once 59:59:99 has passed
- changed the spawn area to include a border to help distinguish the start/spawn areas
- timer issues fixed on a dedicated server
- Cleaned up a few unwanted entities
- Renamed a few variable triggers (the timer is no longer compatible with button activated timers from kreedz)
- Included a custom amxmodx timer with both the source code and a working plugin. However there is an issue with amxmodx with the delays starting the timer.
- See this link for the problem - http://www.bailopan.net/blog/?p=27
- All it needs from the devs from amxmodx is to change the value of the timer delay which you will require the source code of amxmodx and alter it to run the timer 100% accurate.
- If you play the map running other than 100fps the timer will desync and will cause the timer to tick faster/slower if any fps changes are done manually during playing the map.
A workaround is on it's way to resolve timing issues in regards to speedruns for maps that are NOT designed for 100fps gameplay which is an issue that I am attempting to resolve.
- Mainly designed for singleplayer speedruns, work on getting multiplayer timers to work will take time, if its possible to achieve.
http://gamebanana.com/maps/192990