hello, i have a wierd problem, i just finished finished buiding my new computer, and installed dgdk correctly and all that sort of thing. well, the problem i have, is that i set the sync rate to 60 ... i limit it, but, when i run the game in this new pc it runs at 80... something that is totally wierd, i have no new videocard installed, i have the integrated one that really sucks..
ill be buying a new one soon but i wanted to know if anyone had experienced this. i just use:
dbSyncOn();
dbSyncRate(60);
and use dbSync(); once every loop. in my other pc it works fine... 60 fps.
even if i try to limit it to 30 fps it acts wierd and goes to 48 :/... any suggestions? ive tried removing the sync limit but it goes way to fast. i need some advice here please
EDIT:
ive made a temporarly fix for controlling the rate, it works but i dont know if its an adequate way of doing it.
void DarkGDK ()
{
//dbSyncOn();
//dbSyncRate(60);
InitialLoad();
HostMode=-1;
DWORD start;
while ( LoopGDK ( ) )
{
start = GetTickCount();//this does the trick
while (GetTickCount() - start < 10);
if (play == 0){Menu();}
if (play == 2)
{
dbWait(300);
break;
}
if (play == 1){
////////////////////////////////////////////
// TEST VERSION //
////////////////////////////////////////////
//Player2AI();
UpdatePlayers();
if(HostMode!=-1){UpdateNetwork();}
CheckKillzone();//respawner
effectmaker();
projectilehandler();
UpdateMovers();
LedgeChecker();
getPlayerPositions();
moveCamera();
CameraControl();
moveObject();
printDebugInfo();
elapsedTime = dbTimer() - time;//esto checa cuanto tiempo a pasado, usando la variable de abajo,
time = dbTimer();//esto es un truco para ver cuanto tiempo a pasado en un ciclo.
animatePlayers();
//UpdateScore();//agregar proximamente. game over, get ready timer... jugar por tiempo...
//Damage();
Commands();//commands a lo ultimo, para que surtan efecto en el siguiente ciclo
}
//txt->RenderText ( );
keychecker();
dbSync();
}
if (NetConnected()) NetDisconnect();
for (int i = 0; i < numgamepads; i++){joysticks[i]->close();}
//txt->~cText();
return;
}
cool for simulating slow motion... although i think its a dirty way of doing it
any sugestions are welcome still
hi