Buggy GameClock :(

Well, here was a rude moment of truth. GameClock breaks down when the host's CPU is challenged, and it's not properly sacrificing frames in favor of ticks. To make matters worse, this happened last pyweek, too. Another possibly related mystery is that DT is not computed accurately under stress, and game mechanics lose huge chunks of time when the CPU can't keep up.

The practical result is that some people will not be able to complete the second map unless they use the final2 release. I radically hacked GameClock to get it to function well enough for *this* game, and increased the spawn timer by two seconds on the tricky shroom. Conversely, people with faster computers will find this level way too easy. But at least hopefully no one will be frustrated by a DNW now.

Back to the drawing board with GameClock... again... with a steady stream of invective-laiden grumbling.