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@MilkyFrenchToast
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also added alternative fades for incinerator and bridge intro

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.
@ThisAMJ
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ThisAMJ commented Dec 4, 2025

Please make your changes on a branch other than master in future (e.g. fix/dialogue-fades)

Refer to https://gist.github.com/ThisAMJ/4da85d8cdff606ec2d24e87800bc5d61

  • Cube Momentum and Future Starter are too early
  • Crazy Box remove the asterisk, it was used as a marker for the fade cave doesnt say asterisk what are you crazy youre gonna kill us all

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

@MilkyFrenchToast
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These fades obviously all work for me (like 0.1 on sar_transition_timeloss, give or take a few ticks) but if you find that some or all of them are too early then they can be excluded. I would really recommend changing the Prop Intro fade, as it is quite slow.

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ThisAMJ commented Dec 5, 2025

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.

Thereafter, a relevant timing offset of the movement time from the edge to activating the elevator was applied.
For 'new' elevators, this offset was 14 ticks or 0.233 seconds.
For 'old' elevators, this offset was 18 ticks or 0.300 seconds.

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

@MilkyFrenchToast
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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:

  • I have compared your elevator setup to my own using your nosla pb on speedrun.com. (you can find my own if you are interested in seeing the difference.) There is an effectively non-existent difference of about 2 units behind you, maybe less. I hold w for a tick or two longer if that. It is possible there is a latency discrepancy.
  • Edits I proposed to the file are made off of my experience running the game. I do not have it down to a science as you do, however I go for tick perfect (or as close to as possible) fades every attempt. The edits reflect that. Probably goes against what you're aiming for with the toasts given there's a slight offset.

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2 participants