Hi.
After a somewhat lengthy convos with both Kg and Jelvan, I've decided to put my hopefully somewhat of a gamechangin' proposition on the paper.
Checkpoints. Every map usually has some, unless we talkin' CTF.
When you pass a checkpoint, you either get a raw time, if you haven't played the map before, or you'll get a relative stat compared to your best run so far, say
-0:080.
These checkpoint data are to be found in [gamefolder]/defrag/system/records/[mapname]_[gamemode]_[physics].rec
Well. And these checkpoint times are stored by the engine, only in the event that the run you've just finished was at least a frame faster, than your previous top.
But it's often the case, that the checkpoint data is all over the place, for instance
.
And here's where the liver of my proposition lies.
My proposition is, to give the player an active choice in the manner of how the checkpoints are handled.
Because it could just as well be taken as a segmented run, similar to how the speedrunning community takes these things. Like AGDQ and similar approaches.
The engine could just as easily store the best times for the given checkpoints you have gotten so far. Regardless of whether or not you've finished your run or not, and regardless of what the time was.
Which would give you, if you so choose, the option to
1) display the regular mode of checkpoint data, vanilla quake
2) display the checpoint times in your run compared to the best segmented times so far, but with your overall time unchanged
3) display comparison to the best checkpoints AND give you an estimate of your best possible run based on the fastest checkpoints so far.