Why does unvGetElapsedGameTime produce inconsistent outputs across games? In one game, (unvGetElapsedGameTime 0 7000 'display) will output 9 hours 41 minutes, in another game it will output 2 days 3 hours, and different again the next game.
My understanding is that it should output 3 hours 53 mins because there are 2 seconds game time to each tick.
The function seems to be accurate for small inputs, but goes wacko when the input exceeds about 500 - 600 ticks.
Any idea why this happens?
Inconsistency in UnvGetElapsedGameTime
When the player gates, a random amount of time is added to the elapsed game time, and it keeps track of what ticks these "discontinuities" happened at.
If you need a function to convert ticks to human-readable game time, that could be added to fmtNumber pretty easily.
If you need a function to convert ticks to human-readable game time, that could be added to fmtNumber pretty easily.
Clever. There are no discontinuities in the future, so that will be accurate. I don't think fmtNumber currently handles time, but I was saying it could be added since a lot of the necessary code already exists for unvGetElapsedGameTime.