Why are we starting runs when we press the continue button and not when the game loads in?
Additionally, if we use a program like Auto Split integrated with LiveSplit, couldn't we get rid of load time in the timer? Then everyones runs would be based only on active gameplay.
I can offer a few guesses as to why that was chosen as the start cue, but a mod would know better. It likely has to do with ease of verification, and is also an easy cue for the runner (simply press 'split' and A at the same time).
If you want to program or configure an auto splitter, people will appreciate your effort.
Typically, it's not just a "one click" setup — an individual or group of individuals needs to analyze raw footage from different runners/capture setups, build a database of loading frames, and do sessions of testing, tweaking, and debugging. In a visually rich game such as this, the utmost care will need to be taken to avoid false positives. It doesn't help that the in game load screens have multi-frame animations, either. Actually, the easiest aspect of this theoretical graphic auto splitter would be the stop time, since that is just when a specific cutscene starts, which should be very easy to work with.
Hey everyone!
As promised, we're following up on the recent turbo ruling with a feedback form. We're asking for feedback on the turbo ruling specifically, as well as general feedback. The results of this will be used to inform the next CM team's process going forward. You'll need to provide your sp