[v7.3] [INTERNATIONAL] [glq] GRProgressionToTime menu

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  1. #16
    gjuz's Avatar Contributor
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    well done,
    thanks

    greetz gjuz

    [v7.3] [INTERNATIONAL] [glq] GRProgressionToTime
  2. #17
    zummin's Avatar Member
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    Does this include the %/time for when pylons spawn? I seen a plugin which has that wasnt sure if this was it.

  3. #18
    gjuz's Avatar Contributor
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    Pylon Check Plugin

    greetz gjuz

  4. #19
    Csavo's Avatar Active Member
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    Nice plugin!
    Thanks

  5. #20
    gjuz's Avatar Contributor
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    Hi,
    within testing i had some issues:
    • time disapeared

    this happened sometimes during rifts, not often.
    i had enough time left, and the rift wasn't finished.


    • a bonus time of over 1 hour



    within some debugging, i came to the clue, that ether
    CurrentTimedEventEndTick
    or
    CurrentGameTick
    wasn't correct - the numbers didn't suit to each other.


    besides, your time calculation is circuitous (not straight)
    PHP Code:
    var _x 9000000000 ui.Rectangle.Width;
    var 
    currentX ui.Rectangle.Left ui.Rectangle.Width 100.0f percent;
    var 
    timeX ui.Rectangle.Right - (float)(ui.Rectangle.Width 900.0f secondsLeft);
    var 
    _time = (currentX timeX) * _x
    this does the same:
    PHP Code:
    var _myTime = (percent secondsLeft/9f 100f)*90000000f

    ------------


    i found a way to get around the issue:
    [C#] GLQ_GRProgressionToTime.cs - Pastebin.com


    greetz gjuz

  6. #21
    SeaDragon's Avatar Contributor
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    Originally Posted by gjuz View Post
    Hi,
    within testing i had some issues:
    • time disapeared

    this happened sometimes during rifts, not often.
    i had enough time left, and the rift wasn't finished.


    • a bonus time of over 1 hour



    within some debugging, i came to the clue, that ether
    CurrentTimedEventEndTick
    or
    CurrentGameTick
    wasn't correct - the numbers didn't suit to each other.


    besides, your time calculation is circuitous (not straight)
    PHP Code:
    var _x 9000000000 ui.Rectangle.Width;
    var 
    currentX ui.Rectangle.Left ui.Rectangle.Width 100.0f percent;
    var 
    timeX ui.Rectangle.Right - (float)(ui.Rectangle.Width 900.0f secondsLeft);
    var 
    _time = (currentX timeX) * _x
    this does the same:
    PHP Code:
    var _myTime = (percent secondsLeft/9f 100f)*90000000f

    ------------


    i found a way to get around the issue:
    [C#] GLQ_GRProgressionToTime.cs - Pastebin.com


    greetz gjuz

    When the progress at 100%
    Why isn't it +12m 01s, it's +9m 19s?
    Shouldn't it always equal the rest of the time?

  7. #22
    gjuz's Avatar Contributor
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    hmmm,
    i mostly tested group play, there was a difference of max 1 or 2 seconds between our calculations


    i think i got it:
    PHP Code:
    var _myTime_ms percent*9000f - (secondsElapsed pauseTimer.ElapsedMilliseconds); 
    missing brackets


    i'm going to do a solo test....

    greetz gjuz
    Last edited by gjuz; 10-10-2017 at 12:40 PM.

  8. #23
    gjuz's Avatar Contributor
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    here an example of issue with yours:

    in cases, the timer disapeared, your calculation was e.g.: "- 42m ??s" (and some seconds), don't have that screenshot anymore...


    my works fine with no pause in solo.


    my pause timer, doesn't work as intended....
    that's except my wrong braketing the main issue in my version.
    Originally Posted by SeaDragon View Post

    When the progress at 100%
    Why isn't it +12m 01s, it's +9m 19s?
    Shouldn't it always equal the rest of the time?
    yes i can confirm that error, if you paused your game, hud doesn't pause questtimer (riftQuest.StartedOn)
    and if you rivive yourself in with penalty_time, this is not respected too...

    greetz gjuz
    Last edited by gjuz; 10-10-2017 at 02:22 PM.

  9. #24
    xblade2k7's Avatar Active Member
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    fixed?, thanks

  10. #25
    gjuz's Avatar Contributor
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    the pause_timer issue is NOT fixed, in my version.

    greetz gjuz

  11. #26
    JackCeparou's Avatar Savvy ? 🐒
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    Originally Posted by gjuz View Post
    yes i can confirm that error, if you paused your game, hud doesn't pause questtimer (riftQuest.StartedOn)
    I'm pretty sure than the time elapsed watch was paused some versions ago..

    Are you not just using some twisted logic here ?
    You test against the starting time (and it will not need to be paused because it's a fixed time 'point') and not against the `riftQuest.ElapsedMilliseconds
    `
    Hide the Rum! --> Default theme customization 101 <--

  12. #27
    gjuz's Avatar Contributor
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    Originally Posted by JackCeparou View Post
    I'm pretty sure than the time elapsed watch was paused some versions ago..

    Are you not just using some twisted logic here ?
    You test against the starting time (and it will not need to be paused because it's a fixed time 'point') and not against the `riftQuest.ElapsedMilliseconds
    `
    yes you are right, it make no sence to pause "riftQuest.StartedOn".
    and IQuest has no field "ElapsedMilliseconds" - that's why i need that pauseTimer.


    greetz gjuz

  13. #28
    SeaDragon's Avatar Contributor
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    Originally Posted by gjuz View Post
    here an example of issue with yours:
    This should be a memory error
    Because the default RiftPlugin.cs has the same BUG, "0m 01s"
    I met this BUG, and when that happens, other players in the team have the same problem
    Last edited by SeaDragon; 10-11-2017 at 12:09 AM.

  14. #29
    bm206's Avatar Active Member
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    Originally Posted by SeaDragon View Post
    This should be a memory error
    Because the default RiftPlugin.cs has the same BUG, "0m 01s"
    I met this BUG, and when that happens, other players in the team have the same problem
    I can confirm this!

  15. #30
    gjuz's Avatar Contributor
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    Originally Posted by SeaDragon View Post
    This should be a memory error
    Because the default RiftPlugin.cs has the same BUG, "0m 01s"
    I met this BUG, and when that happens, other players in the team have the same problem
    yes with my team too.

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