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Advanced checkpoints #468

Merged
merged 6 commits into from
Mar 7, 2024
Merged

Advanced checkpoints #468

merged 6 commits into from
Mar 7, 2024

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SmileyAG
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@SmileyAG SmileyAG commented Nov 27, 2023

#459 (comment)

@khanghugo would like to know your response about that, since I really liked the idea you bring, but the implementation was so limited at the start, so I decided to modernize it

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@khanghugo
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Personally, I think the checkpoint previous might be the best addition here.

I am only playing KZ so that's my experience so far. When I play, I sometimes make the wrong checkpoint and that is used (very frequent). There is another case where I go check after landing the jump, so I have to "undo go check". It is nice to have.

One quirk with using checkpoint in my case is that I will spam the checkpoint.

What I had in mind when I made this is to do map checking. Having check point helps with saving the best setup I have for some jumps to reliably do it over and over. This is where the spamming comes in. I have to stand at the very edge some times and so I have to spam check point create. For that, I think the previous check might be useful because I can check multiple jumps at the same time (obviously after getting a jump done). For normal gameplay, as I mentioned, that one more extra feature might be nice to have. The rest you have in the PR seems very overkill and personally I don't think I will find them that useful.

@SmileyAG
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SmileyAG commented Nov 29, 2023

Personally, I think the checkpoint previous might be the best addition here.
For normal gameplay, as I mentioned, that one more extra feature might be nice to have. The rest you have in the PR seems very overkill and personally I don't think I will find them that useful.

As the person who dedicated more than thousand hours at HLKZ, I wouldn't call _goto, _remove, _reset and _next cmds as overkill

Because there is always practice when you want to make multiple checkpoints of same place, but with different velocity or bhop patterns in order to find out the best route for yourself

Like:

  • Quickly switch between checkpoints with _next and _prev cmds
  • Checkpoint that have a wrong velocity or bhop pattern could be erase with _remove command by specifying ID of that checkpoint
  • To clear previous checkpoints and start the new series (e.g. new map) we could to use _reset command
  • _goto could be used if I want to re-check to see if I might do better or find new route from that specific checkpoint, and if so, then I would to redo all checkpoints that go after that

I'd also started to think that it might be cool to add bxt_ch_checkpoint_remove_after <id>, there is use case for it:

Imagine that I have about 11 checkpoints, but everything that I done after 8th checkpoint is bad (due of missed skip, less velocity gained before, bad bhop pattern or some other reason)
So, I could type bxt_ch_checkpoint_remove_after 8, and it will erase all checkpoints that goes after 8th! (9, 10, 11)

@SmileyAG SmileyAG force-pushed the 2023_advanced_cps branch from 5395937 to f5b2104 Compare March 1, 2024 00:44
@khanghugo
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After using the normal checkpoint for a while, this starts to look appealing. I find myself playing movement modes in single player a lot and having this is very nice.

@SmileyAG
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SmileyAG commented Mar 3, 2024

I don’t see anything else that could be changed, so this request is ready to be accepted, @YaLTeR

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@YaLTeR YaLTeR merged commit 525d150 into YaLTeR:master Mar 7, 2024
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YaLTeR commented Mar 7, 2024

Thanks!

@SmileyAG SmileyAG deleted the 2023_advanced_cps branch June 17, 2024 01:14
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3 participants