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faster singleplayer dialogue toasts #83
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more "aggressive" dialogue toasts that save an average of like 0.3. added alternative fades on bridge intro and incinerator. prop intro's fade is particularly horrid and needs to be updated.
faster singleplayer dialogue toasts
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Please make your changes on a branch other than master in future (e.g. Refer to https://gist.github.com/ThisAMJ/4da85d8cdff606ec2d24e87800bc5d61
It helps to be as accurate as possible (see my methodology in the linked gist) but it comes down to human error, positioning, and hardware latency, keeping in mind that we should always err on the late side rather than missing the fade entirely |
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These fades obviously all work for me (like 0.1 on |
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Please read the page I linked. I went through every map in the game and methodically found the fade to the millisecond. If Cube Momentum and Future Starter work for you, then you're not lining up consistently (i.e. you're pushing against the closed elevator instead of standing in the gap). As I said, positioning is a big factor. The further you are from the trigger, the longer it takes to get there, the earlier you can press W. All the fades on the gist are lined up with the gap.
I'm 100% down with improving the fades, but doing so consistently. Runners won't overshoot by standing closer than the gap, and they can adjust through practice if they line up with the closed elevators. It's worth going through my list and seeing if any other fades are significantly off. Related: #22 |
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I will just trust your judgement whether or not the fades need updating, then. Seems as though you've bothered to go through each map already so if the optimal fade was anywhere it would be in the gist you made. Here are a few things i think are of note:
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also added alternative fades for incinerator and bridge intro