ID:260101
 
I think there is a need to be able to sleep or spawn in numbers more the just a whole number such as..

sleep(1.5)
Sniper Joe wrote:
I think there is a need to be able to sleep or spawn in numbers more the just a whole number such as..

sleep(1.5)

There is no such concept as half-ticks, so... no.

You can change world.tick_lag if you want to alter the actual time a tick takes, however.

Lummox JR
In response to Lummox JR
Why is there no concept as half ticks? It's just 1/10 a second, so why not just break it down a bit futher?
In response to Sniper Joe
Are you really going to notice that one twentieth of a second? Come on, be realistic here.
In response to Justin Knight
Yes I am.
I am doing some precise things here.
In response to Sniper Joe
Sniper Joe wrote:
Why is there no concept as half ticks? It's just 1/10 a second, so why not just break it down a bit futher?

Because a tick is an atomic unit. There's no such thing as halving it; it's a tick, like a tick of a clock. Clocks don't have half ticks. If you want it to go faster, you speed up the clock. Hence, my suggestion regarding world.tick_lag, which is the only way you can get further precision, by adjusting the actual amount of time a tick takes.

Lummox JR
In response to Lummox JR
But doesn't tick_lag default to 1 so it is already at the smallest tick that you could have.
In response to Drumersl
Drumersl wrote:
But doesn't tick_lag default to 1 so it is already at the smallest tick that you could have.

You can make tick_lag any size you want, but if you make it too small you'll eat a lot of CPU power. A recent project of mine runs smoothly at 60 fps with a tick_lag of 0.166667 (1/6).
In response to Shadowdarke
That doesn't happen to effect animation rates, does it? :P
In response to Justin Knight
Actually yes it does make a difference when dealing with mouse overlays I've noticed. So ya, it probably does with other things as well.
In response to Shadowdarke
I had been under the impression that 10fps was the max, as it even states that in the documentation.

I decided to give this a test, and lowering tick_lag down past 1 didn't seem to have any results, even down to 0.1. Increasing it to 4 made things run at a quarter speed, but decreasing it lower than 1 didn't speed it up any faster than when it was left to default at 1.
In response to Foomer
Foomer wrote:
That doesn't happen to effect animation rates, does it? :P

No, I'm pretty sure ticks just affect the rates at which separate things get processed, for example a Stat() call.

Hiead
In response to Loduwijk
I, too, have decreased tick_lag and found no difference. Clarification would be great.
In response to IainPeregrine
Yep, looks like I was mistaken. My tests verify that reducing it lower than 1 changed nothing. I guess any speed improvement I though I saw was simply wishful thinking.