Deterministic timer simulation for shrine messages in demo mode#6516
Deterministic timer simulation for shrine messages in demo mode#6516AJenbo merged 3 commits intodiasurgical:developmentfrom
Conversation
41ff661 to
c8d88ad
Compare
|
Now that I'm reading it again, I suppose the issue I mentioned earlier was probably referring to speech text, like if you talk to Ogden after starting a new game. I'm not sure I like the name of the EDIT: I think I'm pretty happy with |
Solves one of the issues listed in #2745.
When recording a demo or playing it back, the game simulates
SDL_GetTicks()based on the number of game ticks that have elapsed since the start of the demo, assuming 20 fps. When recording or playing back at faster speeds, this means that shrine messages will disappear faster and dialog will move faster than the corresponding audio.