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[AS] Portal 2 countdown - Page 26

post #251 of 1269
Only have 1. I thought I could give away some of the games
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post #252 of 1269
Quote:
Originally Posted by oventek View Post
Only have 1. I thought I could give away some of the games
Put game into your cart, check out purchase as gift.
post #253 of 1269
Did a little quick photoshopping of the progress bar, it takes roughly 106 bars to go all the way across. I'd say each one is 1% though, as my PS'ing was probably off by a little. So we should have a little over 2% of the time reduced so far. I'm glad they chose to actually update and change the release time as we go, instead of a either/or type of deal. Where we either get it released earlier by doing something in time or not at all. Pretty nice marketing team they have.
post #254 of 1269
Viewing the source code says this....

Quote:
08:57 - Default boot scheduled to finish in <span id="console_clock">71:23:18</span><br>
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post #255 of 1269
So does anyone have clarity on wheather its to own the game actively run the game or get potoes looking for something with a source here
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post #256 of 1269
Quote:
Originally Posted by JedixJarf View Post
Viewing the source code says this....
That's just place holder text. If you look up the span id "console_clock", it's updated by this script

Code:
<script type="text/javascript"> 
var g_endTimeLocal = 332424 + ( Math.round( new Date().getTime() / 1000 ) );
var g_bEnded = false;
 
function refreshClock()
{
if ( g_bEnded )
return;

var timeCur = Math.round( new Date().getTime() / 1000 );
var secsRemaining = g_endTimeLocal - timeCur;
 
if ( secsRemaining < 0 )
{
g_bEnded = true;
secsRemaining = 0;
}
 
var remainHours = Math.floor( secsRemaining / 3600 );
var remainMinutes = Math.floor( ( secsRemaining % 3600 ) / 60 );
var remainSeconds = secsRemaining % 60;
var str = (remainHours < 10 ? '0' : '') + remainHours + ':';
str += (remainMinutes < 10 ? '0' : '') + remainMinutes + ':';
str += (remainSeconds < 10 ? '0' : '') + remainSeconds;
var clock = document.getElementById('clock');
var consoleclock = document.getElementById('console_clock');
if ( clock.textContent )
{
clock.textContent = str;
consoleclock.textContent = str;
}
else
{
clock.innerText = str;
consoleclock.innerText = str;
}
}
 
 
refreshClock();
document.getElementById('clock').style.display='';
window.setInterval( refreshClock, 1000 );
 
</script>
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post #257 of 1269
^ interesting, i wonder if that has to do with when it launch @ 9am (09:00)
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post #258 of 1269
Did some digging, at the current rate it will actually take 74.9 hours for the game to unlock.

Current size of the progress bar is 11px according to source, and it has been 100 mins since it went up, so 100 / 11 = 9.09. So lets say that is our TPF, the total size of the progress bar container is about 495 px, So lets take our TPF (9.09) and multiply it by our number of frames (495) then we get 4499.99. Now lets divide that by 60 (number of minutes in an hour) and we get 74.9
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post #259 of 1269
Quote:
Originally Posted by Ipwnnubletz View Post
No sir, the CPU counter on ApertureScience.com is based on the current number of active users RUNNING the game. All you need to do is run the game, and Alt-Tab in order for it to count.

Proof:
http://www.aperturescience.com/glados@home/
http://store.steampowered.com/stats/

Look at the CPU's, and the number of people ingame for that specific game at the moment. They match.
Not saying the numbers don't match, but why is the total number of "potatoes" for the challenge status at the bottom way more than the number of people playing? And why is the progress bar for Killing floor smaller than some of the other games that have way less people playing? Also, I have seen other sites showing how to get potatoes for the challenge.

Not sure what is right, but I don't believe it is based on just playing the game itself or letting it sit idle.
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post #260 of 1269
Quote:
Originally Posted by r34p3rex View Post
That's just place holder text. If you look up the span id "console_clock", it's updated by this script

Code:
<script type="text/javascript"> 
var g_endTimeLocal = 332424 + ( Math.round( new Date().getTime() / 1000 ) );
var g_bEnded = false;
 
function refreshClock()
{
if ( g_bEnded )
return;

var timeCur = Math.round( new Date().getTime() / 1000 );
var secsRemaining = g_endTimeLocal - timeCur;
 
if ( secsRemaining < 0 )
{
g_bEnded = true;
secsRemaining = 0;
}
 
var remainHours = Math.floor( secsRemaining / 3600 );
var remainMinutes = Math.floor( ( secsRemaining % 3600 ) / 60 );
var remainSeconds = secsRemaining % 60;
var str = (remainHours < 10 ? '0' : '') + remainHours + ':';
str += (remainMinutes < 10 ? '0' : '') + remainMinutes + ':';
str += (remainSeconds < 10 ? '0' : '') + remainSeconds;
var clock = document.getElementById('clock');
var consoleclock = document.getElementById('console_clock');
if ( clock.textContent )
{
clock.textContent = str;
consoleclock.textContent = str;
}
else
{
clock.innerText = str;
consoleclock.innerText = str;
}
}
 
 
refreshClock();
document.getElementById('clock').style.display='';
window.setInterval( refreshClock, 1000 );
 
</script>
lol, guess i should have realized that.
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