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Technical Support / Re: clock running too fast
« on: May 12, 2014, 22:09:53 »
Thanks again Dr. Sean!
From the article you posted there, it looks like there might be a way to fix this by setting affinity to use only one processor. But that looks like a programming issue or quite simply, me recompiling Odamex this way for use. Though I might try this at some point when I have time, I really don't have much of an interest in it. Primarily, I'm a level designer and have been researching alternate source-ports to gauge the compatibility of my maps to those ports. At this point, I'll have to lump Odamex into the camp of incompatible along with Vavoom and Risen3d. For me, it's really no big deal as all of my maps so far are quite compatible with ZDoom/GZDoom, ZDaemon (with minor deficiencies I've already worked around) and Zandronum. In fact, Odamex may still be compatible with my levels when run without monsters but I'll have to get one of my friends to join me in a little testing to verify.
One last question, just out of curiousity: why isn't timelimit value for a game not based on the system's real-time clock? I have done some video game programming in the past and was taught by the books I read about the RTC.
Only curious, not complaining,
John
From the article you posted there, it looks like there might be a way to fix this by setting affinity to use only one processor. But that looks like a programming issue or quite simply, me recompiling Odamex this way for use. Though I might try this at some point when I have time, I really don't have much of an interest in it. Primarily, I'm a level designer and have been researching alternate source-ports to gauge the compatibility of my maps to those ports. At this point, I'll have to lump Odamex into the camp of incompatible along with Vavoom and Risen3d. For me, it's really no big deal as all of my maps so far are quite compatible with ZDoom/GZDoom, ZDaemon (with minor deficiencies I've already worked around) and Zandronum. In fact, Odamex may still be compatible with my levels when run without monsters but I'll have to get one of my friends to join me in a little testing to verify.
One last question, just out of curiousity: why isn't timelimit value for a game not based on the system's real-time clock? I have done some video game programming in the past and was taught by the books I read about the RTC.
Only curious, not complaining,
John