Right now I’m doing control gain, but I can change it to the way you guys do it.
Timing is really just arbitrary so might as well keep it as it is so we don’t have to retime runs. There’s a bunch of communities that don’t start timing on gaining control.
Well, it turns out it’s the same tick. 8)
Pretty much finished with the update. Either join temporary channel #sourcesplit on SRL IRC or PM me here if you want to test it. I rewrote most of the code and changed how a lot of things work, so I’m not going to do a public release just yet.
What is on the same tick? Getting suit and gaining control? That’s definitely not true.
http://i.imgur.com/vpqbIr0.gif
also velocity stays at 0.00 if I’m not pressing anything.
I don’t get that animation, what the fuck? Is it because I’m on latest steam version?
No, you can move your crosshair a bit before you can actually move if that’s what you’re asking.
I don’t get the “waking up” animation. Obviously something’s messed up with my game, I’ll look into it.
What animation? You mean it doesn’t fade in from black with the title?
Nevermind. I thought his video was showing something like Portal’s wakeup cutscene, but apparently it’s just him moving the mouse and it looks like that. im dum
But yeah, I don’t know which timing to use. Right now it’s doing it on suit given. I can change it if needed.
"classname" "logic_auto"
"OnMapSpawn" "startcar_speedmod,ModifySpeed,0,0,-1"
"OnMapSpawn" "startcar_speedmod,ModifySpeed,1,12.5,-1" <-- control gain
"OnMapSpawn" "camera_intro,Enable,,0,-1"
"OnMapSpawn" "camera_intro,Disable,,12,-1"  <-- what i initially thought was control gain (same tick as suit)
The reason I was initially mistaken was because a lot of games control gain is when a point_viewcontrol is disabled (camera_intro). It’s done like that in Portal and Portal 2. I didn’t notice the player_speedmod (startcar_speedmod).
EDIT: It’s just half a second so I think I’m going to change it to true control gain rather than suit gain.
Test version. Let me know if auto-start/end work properly. Supported games: HL2/Ep1/Ep2/Portal/Portal2/Aperture Tag. Other games still work but don’t have auto-start.
https://dl.dropboxusercontent.com/u/422005/Temp/SourceSplit_v2.0_beta1.zip
The map whitelist for auto-splitting seems to be broken. It won’t split at all.
If you’re using the Edit Splits way of activating the plugin, don’t, use Layout Editor like before LiveSplit 1.4. It’s way too buggy right now and LiveSplit devs needs to fix it. It doesn’t load and save settings properly and just doesn’t activate the plugin sometimes.
If not, does it split using the non-whitelist (default) method?
Yeah it does work with the default method. I just updated the plugin and didn’t change anything in the layout editor except for the auto-start/end, it used to work with the previous version.
Fixed, thanks! Will release if there are no reported bugs after a few days.
https://dl.dropboxusercontent.com/u/422005/Temp/SourceSplit_v2.0_beta2.zip
v2.0 - https://github.com/fatalis/sourcesplit/blob/master/README.md
[ul][li]Added tick-precise auto-start/end/reset for HL2/Ep1/Ep2/Portal/Portal2/Aperture Tag. More games coming soon.[/li]
[li]Map changes are detected much earlier than before, especially on slower computers.[/li]
[li]Prevents LiveSplit 1.4 from loading the component twice.[/li]
[li]Major code rewrite and significantly change how the internals work. If you notice a bug be sure to let me know.[/li]
[li]Made the readme look prettier on GitHub.[/li][/ul]
Best part of update. ![]()
This **shows makes it show** Real Time when comparing against Game Time, and vice versa. Doesn't work when SourceSplit is activated via the Splits Editor
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