Radge has a video about this exact thing I believe:
And Plywood also has a handy guide for it, which I'll copy paste here:
"Plywood — 10/08/2019 Green Hyper Spray for 10*
Enemy Selection
- Lying Figures = Outside in W. SouthVale are Shooting(?), otherwise Fighting, needs further investigation
- Creepers = Fighting, difficult to hit
- Mannequins = Fighting
- Nurses/Abstract Daddys = Shooting
- Eddy Phase 2 and Mary/Maria = Fighting
- Mandarins are too low to hit
- Apartment Pyramid Head, Flesh Lips, Prisoners, Labyrinth Abstract Daddy, Hotel Pyramid Heads do not count
Lock On and Timing
- You must not be locked onto an enemy for it to count
- Easy to tell when he is locked on
- Turn light off to reduce lockon distance
- Spray early as you approach the enemy, before lockon range while walking/running
When killing enemies indoors, a time in which an enemy is considered dead varies. You can tell when an enemy is dead when it doesn't have collision and James doesn't look at it. Only exit the area when James stops looking at the corpses."
I would say only if the same situation arises where you've got the right key and used the right key but the door isn't opening, because you're still losing time to someone who's game doesn't bug out right at the end. Preferably would like to try try and keep it "glitchless" though, but it seemed unfair to reject the run despite you doing everything else correctly.
Out of interest, what is your current PC uptime? I found if I went over a certain uptime, something stupid like 5+ days it would loop the menu, but anything below was fine for me.
I have quick start on, which means my uptime is always massive until I force a proper shut down, that seems to solve most of my DC2 troubles, alongside with using voodoo.
Generally depends on the game - for some categories if they're really short a moderator can be happy to time it to existing rulings without use of a timer, like if a run starts on "pressing start" and ends at a certain point, all they have to do is subtract time that isn't the run if it's RTA based.
I prefer to have a timer myself because it's less work for mods imo.
Just to jump in here in support of what Rapix has said - here ( https://gyazo.com/16dd78f8cd15e934d59bc7bf84fd4afb ) is a screenshot from a run for another game of mine - I know for a fact the moderator who verified it has seen the the video in it's entirety to verify it, as there was some discussion about a particular strat which happens about halfway through the run.
The analytics do not show this, however. YouTube analytics aren't necessarilly accurate. I mean, who remembers the days of popular videos being stuck at "301+" views for hours on end?
Just playing devils advocate here, moderating is at best a thankless job, though I can see how looking at the analytics can show a different story. Just a few cents to hopefully help in understanding.
I obviously can't speak for the DC2 mod team, but I hope this helps somewhat.
From the videos I have seen, it appears we can clip into certain objects (ie the safe) and are able to grab the exit key this way.
If there is demand for glitches/glitchless category split, this can be catered for, but for now, all runs, (excluding Yangire%) will require you to open the safe and collect the key normally.
Yangire is excluded as the key is on Saiko, and can be collected by stealing it from her right by the exit door.
From the runs I have done, it seems IGT seems to be slightly slower than RTA. Now I'm not entirelly sure if this is down to how long you spend on the "start" screen or not or if there are other factors at play.
For now though, it seems consistent enough that I'm happy to keep timing the runs by IGT, but of course this is open to change should there be enough demand for this.
Please feel free to comment on any findings you have below, or share them in the discord.
Are there plans to turn the demo board into the "main" game board, or will another "game" be created on SRC to submit to?
In spirit it's essentially glitchless/NMG. You are allowed to hold text on the horses at the Alessa fight to pause IGT because it's an in game action, however, and you're also able to shorten the footstep sequence in church by entering and exiting the doors, although sometimes it just doesn't work and you end up rolling the dice and hoping you get the cycle right.
Although I've not submitted anything for a year, I plan on running again when ReBirth releases, so my two cents are: option 3 - especially when ReBirth hits, it's just going to make it a fairer playing field all around.
I'm going to give it a try tonight on a New Game Standard run, but I kinda feel like it will be a staple for NG+ because you'd start with it unlocked, right?
Just thought it would be cool to see if anyone's had any cool / weird weapon damage outputs. I've fully upgraded the rifle power here, and it seems to be relatively good at one shotting the Lycans.... in the leg. Seemed rather strange the leg would take more damage than the body!
(Although fully upgraded, so not sure if that factors into anyones routing at the moment.)
This is also present in the PS5 version, been having some fun with it on the first set of enemies
If we're sharing demo times:
Really excited to run this game, anyone else gonna be running PS5?
Sous good. In terms of testing other emulators, namely Duckstation would you prefer runners to do runs of their own to provide for testing or is this something the mods will be testing themselves?
I'm more than happy to get a run done tonight on Duckstation if you'd like the extra info at any rate.
Even though I don't have any emu or psp runs, it did always strike me as odd that IGT wasn't main time ruling, especially if they, you know, emulate the console. Looking forward to seeing how this works going forward!