# Save Load timing in Segmented runs

**URL:** <https://forums.sourceruns.org/t/save-load-timing-in-segmented-runs/3084>\
**Category:** Half-Life 2\
**Created:** [May 8, 2018, 11:03pm UTC](https://forums.sourceruns.org/t/save-load-timing-in-segmented-runs/3084 "2018-05-08T23:03:50Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![maddavid123](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/m/59ef9b/32.png) [@maddavid123](https://forums.sourceruns.org/u/maddavid123)\
**Post date:** [May 8, 2018, 11:03pm UTC](https://forums.sourceruns.org/t/save-load-timing-in-segmented-runs/3084/1 "2018-05-08T23:03:50Z")

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I think we need to discuss saveload timing in segmented runs. Since it appears multiple segmented runs are timing them differently. I’m fairly sure one or two used the idea of 1 saveload = 1 tick, most likely based off an assumption from RTA runs. I believe some runs used a demo based time per save load, which supposedly displayed 0 tick save-flags, though appeared greater when checking the save files themselves. Finally, other runs are using the save files as the definitive method of timing.

With at least 3 different methods of timing voidclips/saveloads all bearing different results, I think it’s important to discuss a way forward to prevent future mistimed void clips and saveloads. Hopefully this discussion would bear a definitive way for void clips and saveloads in segmented runs to be timed, and potentially retimed.

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [May 9, 2018, 12:27pm UTC](https://forums.sourceruns.org/t/save-load-timing-in-segmented-runs/3084/2 "2018-05-09T12:27:24Z")

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As far as I know most runs use 1 saveload = 1 tick timing, can you provide any examples where it has been timed in a different manner?

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<div class="post-metadata">

**Author:** ![maddavid123](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/m/59ef9b/32.png) [@maddavid123](https://forums.sourceruns.org/u/maddavid123)\
**Post date:** [May 10, 2018, 5:23pm UTC](https://forums.sourceruns.org/t/save-load-timing-in-segmented-runs/3084/3 "2018-05-10T17:23:13Z")

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AFAIK, the TAS uses 0 tick save flags. As in, they check the save flag of a demo which shows 0 ticks. On the other hand, Half-Life 2-30 has 0 tick segments listed in the timesheet.

From what I understand, 2-30 reads time directly from the save files. Taking the first and last save in a saveload chain and comparing their values, since save files count how much time has passed since the beginning of the map.

With a variety of differing timing methods, I think it’s important to have a standard in order to prevent unnecessary timeloss in future segmented runs.
