ah, that means the flammer boost oob is forbidden. Sad.
You put flammer boost into sv_cheats 1 category just to ensure players can't use it in ranked servers. But, for this one, you could have it fixed only on ranked servers.
The devs opinion is that the two commands are considered as "technically not cheating". One is flammer boost, the other is what is called "marine rolls" which i don't know the exact meaning, i think this is what you called "super rolls", perhaps? They forbid them in ranked seevers and normal games, as they said "we can't not fixing bugs". But still, they left a back door to re-enable them for speedrun purpose. Thus i am asking if these two "gliches" are alliwed in the future.
The two "glitches" can only be enabled using a challenge. Currently beta only because the new "un-fix codes" are not pushed to public branch until next anniversary update. The specific challenge does nothing except enabling The two "glitches".
So, what i really ask is, Are re-enabling two fixed glitches using cvar acceptable by the community? Cinsidering the fact that 1.the two glitches are considered as "technically not cheating" by the devs. 2.the cvars are marked as "cheat" but dev member provided a challenge to re-enable them for speedrun.
My opinion is that teams can use the specific challenge to re-enable them. Currently, the two glitches are somehow recognized by the devs.
There might be more such glitches be fixed with cvars provided by devs for speedrun purposes.
But you can easily get blocked by swarms in high difficulty. Meanwhile, high difficulty means liwer tolerance for small mistakes.
But It can be used in coop. It's not a new challenge, but rather an old glitch that re enabled using challenge. The devs confirmed that the cvar is intended for speedrun purpose, otherwise they can simply eliminate the glitch. Moreover, the main reason for the glitch to be fixed is not It's a cheating, but others used it to cheat in ranked games.
The glitch is still available by downgrading the game to the previous version anyway
This is a long existing glitch. It allows Player to do oob tricks in some maps. But due to some Cheaters used it to farm scores in ranked servers, devs have fixed it in normal games. See
https://steamcommunity.com/app/563560/discussions/2/3761102779884982811/
However, since it is very useful in speedrun and can be used if one downgrade the game, the devs have came to a final decision that they will keep it as "technically not cheating". See
https://github.com/ReactiveDrop/reactivedrop_public_src/pull/474
The glitch now can be enabled via one custom challenge.See
https://steamcommunity.com/sharedfiles/filedetails/?id=2928119206&searchtext=Speedrun
The question is, are these two glitches allowed or not. As they are not "entirely" fixed, and devs somehow agree to use them for speedrun.
Another question is, is beta version allowed for speedrun.
Very good run. But i think it could be much faster with a ideal computer room in map 3.
But i think some of the add-ons Should be removed, especially the hacking visual fx and objective complete sound fx. There are potential advantages with these two add-ons.
If possible, could you please create mission specific leaderboards like original alien swarm?
For co-op runs, players would have different loading times due to different hardwares. When it come to the loading time subtraction, which player's time should be used? The last one loaded into the game, the host, or the recording player?
If a player has a very slow pc and he is recording, others will always have enough time for weapon and marine adjustment. It is the same for the host. That is to say. A team Could use hardware strategy (or cpu usage strategy) to ensure all other players have plenty of time to change weapons.
Since the devs is preparing to add auto-ready settings into advanced setting menu. And auto-ready is widely accepted by dedicated servers And game community. My suggestion is to revise rule to specify the loading time for co-op. Suggested revisions are:
- Please enable auto-ready via console, type "rd_ready_mark_override 1".(this will ensure the last loaded player is ready immediately)
- Loading time starts at the first frame of loading screen appears, and ends on the first frame of last loaded player's ready mark appears.
- All players are not allowed to change marine, weapons or equipment until the last player loaded into the game (i.e. ready mark appears). This can be verified by observing the menu animation and ready mark. Use lobby 8 players mod to guarantee this rule.
To be pricise, lobby 8 players and custom hud mods were enabled, which did not influence any game stats and did not show any advantage towards speed run. Graphics settings were adjusted including brightness setting