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Looks like there's a mismatch now between the army graph and the stats graphs, which could be a little confusing. |
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Nice catch @gravelweb - I didn't notice that at all. All other charts than the army chart seem to be cut off instead of scaled. I do, however, it is due to the change in ggtracker/sc2reader#10 and not the one in this PR, so maybe the length fix was too good to be true. I'll investigate some more. |
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My ggtrackerstack is installing as we speak! This is so cool |
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omg my ggtrackerstack works! |
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@dsjoerg Don't sound so surprised :P |
| fps *= 1.4; | ||
| } | ||
| minute = Math.floor(frame / (60 * fps)); | ||
| second = Math.floor((frame / fps) % 60).toString(); |
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just to doublecheck carefully:
Pre-LotV: 960 frames = 1:00 on the game clock = 0:43 on a real clock
LotV: 960 frames = 0:43 on the game clock = 0:43 on a real clock
so, yeah there used to be 16 frames per game second, and now there's ~16 * 1.4 frames per game second. looks good to me.
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this change looks good to me. I can't get the timeToFrame function to trigger at all; it may be vestigial, i thought i could get it to trigger by clicking on the right stuff but it wasn't working. i read the code carefully and it looks great so i say let's merge this in and proceed. i'm not planning to deploy this as it would be a little confusing to have the armychart on the fixed timescale and the other charts not. but i'll take it on at master and probably we won't need to deploy until the other charts are fixed as well. it's so awesome having ggtrackerstack! |
This seems to fix the army chart current time for lotv replays, while keeping backward compatibility.
I'm not strong enough in Angular to understand how I manually test the timeToFrame function, so I don't know if that it working correctly yet.
@dsjoerg could you point in the right direction?