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Is it possible to change the "par time" for a map?
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PostPosted: Sat Aug 20, 2005 10:23 pm
   Subject: Is it possible to change the "par time" for a map?
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I may be blind, but I can't find this function?

If not, can you tell me how this is calculated, so I can possibly change it by making minor changes in the map instead?

I have one map which is possible to complete with or without the gold key. The "normal" way, using only the blue key, takes about 2 minutes (even 1 minute is entirely possible on the easiest level if you rush for it). The gold key is basically just for getting access to "bonus areas" - chain gun, treasures, etc. But even taking the long way around, picking up both keys, takes less than 4 minutes. For some reason however, the game has decided that the par time for the map should be 6:30 minutes, which makes the time bonus for completion absolutely ridiculous, even when walking around the map and checking out the scenery.
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PostPosted: Sat Aug 20, 2005 10:39 pm
   Subject: Re: Is it possible to change the "par time" for a
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The only way to change the par times for maps is to edit the source codes

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PostPosted: Sat Aug 20, 2005 10:46 pm
   Subject: Re: Is it possible to change the "par time" for a
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Oh dear. So any map I place as E6L1 will always have a par time of 6:30? Well then, is it possible for a layman to edit this here...source...codes? Razz
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PostPosted: Sun Aug 21, 2005 12:56 am
   Subject: Re: Is it possible to change the "par time"
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I believe Brothertank made an exe where the par times are controlled by the gamemaps file (same with the music, ceiling colours, secret level pointers). Here's the topic, if you're interested:

http://diehardwolfers.areyep.com/viewtopic.php?t=2717

There's also the idea of hex editing it from inside the exe (if you know base 16/256).
If all else fails, you can probably just add the real par times to a readme file... like many people do. Wink

By the way, I love your name - Ectoplasm. Brings back memories of Biology class, screaming ENDOPLASM CYTOPLASM FLEEZUM FLAZUM and launching dead grasshoppers around the room with my partner who ended up failing with a grade of 5%. Good times!
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PostPosted: Sun Aug 21, 2005 1:49 am
   Subject: Re: Is it possible to change the "par time"
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Chris wrote:
I believe Brothertank made an exe where the par times are controlled by the gamemaps file (same with the music, ceiling colours, secret level pointers). Here's the topic, if you're interested:

http://diehardwolfers.areyep.com/viewtopic.php?t=2717

There's also the idea of hex editing it from inside the exe (if you know base 16/256).
If all else fails, you can probably just add the real par times to a readme file... like many people do. Wink


Thanks, I'll try it out, though it's probably beyond me. I know next to nothing about programming, hacking and all that...I can edit a file in notepad, that's about it... Laughing Suppose I could also try to place the maps in such an order that their actual par times are similar to those of the original wolf levels... (i.e. placing a level that actually takes 6:30 to complete as E6L1). Something has to be done, imagine the shock I got when I completed the map quickly and got a time bonus of 140 000 points! Shocked

Chris wrote:

By the way, I love your name - Ectoplasm. Brings back memories of Biology class, screaming ENDOPLASM CYTOPLASM FLEEZUM FLAZUM and launching dead grasshoppers around the room with my partner who ended up failing with a grade of 5%. Good times!


Hehe, actually I chose it 'cause it's my favourite Captain Haddock insult. I've been using it a lot myself lately. Laughing
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PostPosted: Sun Aug 21, 2005 11:23 am
   Subject: Re: Is it possible to change the "par time" for a
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The Code Tutorial for achieving this is here:

Map Controlled Par-Times

If you add this code to the source and enable it, you can then set the par times for each level using the map itself.

Hope that helps...

Greg
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PostPosted: Sat Aug 27, 2005 3:40 am
   Subject: Re: Is it possible to change the "par time" for a
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BrotherTank wrote:
The Code Tutorial for achieving this is here:

Map Controlled Par-Times

If you add this code to the source and enable it, you can then set the par times for each level using the map itself.

Hope that helps...

Greg
BrotherTank


Aah, I'll have to try this out. Thanks!
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