Timing for M3 and M6
3 years ago
England

Can we get to an agreement then on when timing should be for these two levels....

Thoughts please :)

England

My thinking for M3 is that we split into 2 sections.

M3: Omaha M3: Bocage onwards

This is because of the reload that is done and the challenges involved in correct starting point after reload, recording and load times.

Thoughts?

M6 is not particularly out of the ordinary, aside from having many loading screens to accumulate a lot of "slow pc penalty" when timing as RTA, which would be solved by using loadless times, which would involve subtracting the time the progress bar is on screen.

As for M3, or specifically reloading the game for the grenade thing, it can be reasonably verified, if the pre-load and post-load state is the same. By checking the ammo and health pool, checking if there is a game saved message before restart, and just verifying if the last frame before restart and first frame after restart are the same in a side-by-side comparison. Excluding system messages, since they clear, obviously. So in that respect splitting it apart is not really necessary, and also because the technique is general, one could apply it anywhere where grenade throws are needed to be longer, not just M3. If it is a question of how to time the section where one restarts the game and reloads the save, I'd say that is part of menuing, most other games do not count menu navigation as loading time, and the so the only real issue is whether you remove loading times, which is the same question as what to do with M6. Although you can see the level loading times, sometimes it is not possible to determine the game loading time. Specifically in my case, OBS takes a few seconds actually to re-capture the game window after I restart the game, so that is why in my recordings the main menu (aka the room) is not visible. I have the game start up macroed to a button on the mouse, so in effect I just press Mouse4 (which is macroed to F6 - quicksave), F1 (which I bound to quit), one of the ridiculous logitech buttons that is macroed to bat file that start the game, and then Mouse5 (which is bound to F9 - quickload), so the actual input portion takes less than a second to execute. There is some delay when the game itself is loading up, and that is probably the thing that should feasibly be removed, so if it comes down to wanting to use loadless times, the timing rule can be "game loading time constitute first frame of visually verifiable presence of the loading console up to first frame of the main menu room. If either of these is not verifiable, game loading time cannot be subtracted and RTA timing applies." It is up to everyone individually if they do capture by capturing the monitor, or the desktop, or the game or the game window. In my case it would not apply, since the room or the console cannot be seen. And this is on top of "loading time constitutes duration, during which the red progress bar is visible on screen"

Game statistieken
Volgers
60
Runs
144
Spelers
18
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