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Server Help | ASSS Wiki (0) | Shanky.com
LVZ Image Animation Time

 
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Samapico
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PostPosted: Fri Feb 23, 2007 11:40 pm    Post subject: LVZ Image Animation Time Reply to topic Reply with quote

Image Definitions section:
Quote:
i16 Display Time How long to display each frame for. NOTE: This is stored in 1/100th of a second not 1/10


It seems to be the time of the whole animation, not of a single frame... Confirmation / explanation anyone? I'm confused now


and emmm... I realised i put this in one of my old lvzs:
IMAGE1=0-9.bmp,10,1,60000

and it did seem to work fine, even if the max for a signed 16bit would be 32767... Would Continuum interpret values over 32767 (which are in fact negative values in signed mode) correctly anyway?
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PostPosted: Sat Feb 24, 2007 6:11 am    Post subject: Re: LVZ Image Animation Time Reply to topic Reply with quote

Samapico wrote:
IMAGE1=0-9.bmp,10,1,60000

and it did seem to work fine, even if the max for a signed 16bit would be 32767... Would Continuum interpret values over 32767 (which are in fact negative values in signed mode) correctly anyway?

That is a total time of 60,000 ms over 10 frames. Which is 6,000 ms per frame. Divide that by another 10 to get 1/100th of a second, so you are actually storing 600 in that variable, which is fine for a 16bit variable.

Continuum probably does read it as unsigned, but I can't say for sure.
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Samapico
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PostPosted: Sat Feb 24, 2007 8:00 am    Post subject: Reply to topic Reply with quote

but the time entered there is 1/100th of seconds, not ms

and its not storing 600 in the variable... when i loaded it it was something like -5536, so it crashed my preview thing, that's why I noticed that.

here's the ini created with debuildlevel when unpacking the lvz
600.000 seconds = 60000 * 1/100th

and the value we enter there is exactly the value stored in the file, there isn't any calculation done there (i.e. all other images time that was loaded is exactly the value entered in that ini, regardless of the number of frames)
Code: Show/Hide

[objectimages]
IMAGE0=timer.bmp,1,1,100
IMAGE1=0-9.bmp,10,1,60000
; Total loop time: 600.000 seconds     Frame time: 60.000 seconds
IMAGE2=0-6.bmp,6,1,6000
; Total loop time: 60.000 seconds     Frame time: 10.000 seconds
IMAGE3=0-9.bmp,10,1,1000
; Total loop time: 10.000 seconds     Frame time: 1.000 seconds
IMAGE4=0-9.bmp,10,1,100
; Total loop time: 1.000 seconds     Frame time: 0.100 seconds
IMAGE5=0-9.bmp,10,1,10
; Total loop time: 0.100 seconds     Frame time: 0.010 seconds
IMAGE6=0-5.bmp,2,1,1
; Total loop time: 0.010 seconds     Frame time: 0.005 seconds
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PostPosted: Sat Feb 24, 2007 10:47 am    Post subject: Reply to topic Reply with quote

it is the whole animation time in centiseconds
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Samapico
No, these DO NOT look like penises, ok?


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PostPosted: Sat Feb 24, 2007 4:16 pm    Post subject: Reply to topic Reply with quote

so the wiki is wrong tongue.gif
edited it...

and definitly, it support values up to 65000-something

the lvz ini i posted above is for a chronometer, and the one that is set to 60000 is for a 10 minutes cycle and it indicates the minutes (it has 10 frames) , and it definitly works correctly.

So should the wiki be modified to indicate u16 instead of i16 as well?
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