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Proof for damage and function time changes

5
GrampaSwood (talkcontribs)

Hi there,

When providing proof, there should be a timer accompanied with it and it should be at full speed. The current proof doesn't really prove anything, because it's slowed down and therefore hard to count the actual time it takes.
GrampaSwood (talk) 15:20, 23 August 2022 (UTC)

Perci (talkcontribs)

The video doesnt really add much to the proofing, really. Describing the testing method I use is probably more helpful: I make the game's framerate match the server's tickrate with fps_max 30 and host_timescale .450. This way "WAIT x" where x is even waits exactly x/2 ticks every time. Every effective reload/attack time in the game is a multiple of 1 tick (15 ms at normal timescale). A successful reload for the syringe gun requires WAIT 174, which is 87 ticks, thus 1.305s at normal timescale.

Perci (talkcontribs)

Without the timer, the video can be used as a proof by seeking frame by frame, but reducing playback speed to 0.25x makes the right arrow key seek 75 frames. Here you have to seek 174 + 14 = 188 frames to between the first needle appearing and the second needle appearing at the successful reload, and 2 frames less for the interrupted reload. Each frame of the 60 fps video corresponds to a WAIT 1, which here corresponds to half a tick due to the setup. Also, 174 frames at 60fps is 2.9 seconds. Multiply that by the timescale (0.45) to get 1.305.

Perci (talkcontribs)

Just multiply time by 0.45.

GrampaSwood (talkcontribs)

This is an infinitely more complicated way to verify edits than just adding a timer to the video. And no, video proof should be there.
GrampaSwood (talk) 16:53, 23 August 2022 (UTC)