Well, this is weird. I changed the favicon for a game I moderate (STATUS: INSANE https://www.speedrun.com/STATUS_INSANE), and it changed it... but not on the pages favicon - it changed only in the gamelist that is shown on profile.
I thought it had something to do with cache issues, so tried to force refresh bypassing cache, to no avail. I then checked the page source, and what did I see? The right, my submitted favicon link commented out, and the default favicon link active just under it.
Did I mess up somewhere? Have I not understood something? Or is it a site bug?
Most of the people are fine playing the demo on the site proper, but someone might find a use for this (as I did). Here is a quick'n'dirty javascript-bookmarklet that opens the Escape Goat Demo url in a 2x scale window of the game. (736x448)
javascript:(function()%7BgoatWindow%20%3D%20window.open(%22http%3A%2F%2Fplayescapegoat.com%2F%22%2C%20%22Escape%20Goat%20Demo%22%2C%20%22toolbar%3Dno%2Cwidth%3D736%2Cheight%3D448%22)%7D)()
Just copy that to newly created bookmarks URL/address bar, and after it you can just click select the bookmark and the demo opens.
ASL file no longer needed to manually set up - use Edit Splits... and simply activate the autosplitter! Automatically links to the newest version and comes straight from LiveSplit autosplitter database. You need to visit the repository in case you want example splits or layouts.
When uploading splits to Splits I/O and adding the URL to the run, the splits default to Real Time. How to change it so that it shows up as Game Time in the run page itself?
Is there a checkmark somewhere in the game page that toggles whether the timer is an ingame-timer or real time? I found one toggle, but it just listed two timers, but having to timers (both realtime and gametime) side-by-side makes no sense for this game...
EDIT: Also, I tested it out, but even if I have the run time set as game time, the splits still show only the realtime.
I'm almost finished with the automatic splitter script getting meaningful values out for 100% runs, to help running them. Also, the 100% requires different splits, as there is an item to collect in a level that is completely skipped (as it isn't really a level - I'm talking about Gallery here) in the any% runs. EDIT: Actually there are at least two such places now that I think about. I have go through a split test to make sure everything works out.
Luckily this didn't require any further modification to the game .dll's. Also this means I'm soon quite certain of the minimum needed modificication to the game to talk to the dev about so that we might get some official support as well. If/when the official patch hits, I need to do some last minor fixes to the script and all should be golden from that point forward!
Why?
EDIT: As in, I don't see any reason removing "obsolete" threads. Perhaps they could be locked instead to signify "end of discussion"? Unless of course there's some weird policy here in the Speedrun.com forums... :D
Although, I think you removed it because the information didn't reflect reality anymore.... however, I don't feel comfortable removing discussions just because the information contained is "out of date". Perhaps editing the title or top-post to clearly inform that the information contained is obsolete?
I think there should've been more threads here. What happened to them, or is this something that's wrong on my end?
I added loading sensing to the modded game .dll and the autosplitter, so choosing compare against Game Time now get's rid of the inconsistent load times (they can actually sometimes be quite long, and doesn't seem to relate to anything), so no more:
- human factor for time splits and end timer
- loading time inconsistensies.
This will invariably result in a bit faster runs, but all in all I feel this is an improvement. After playing around with the script and doing some runs, I'll start thinking about the variables needed for the 100% run.
What glitches were fixed? Were they outright bugs, or did you gain a time advantage by playing the game in an unorthodox manner?
Also, I'm sure we can persuade the dev to not fix these, ones, as they don't break the game for normal players at all.
And almost straight after I posted this, I managed to find a time-saving glitch.
Here is always the newest version of the needed files
https://github.com/jkarkkainen/StatusInsaneASL
EDIT5: ASL file no longer needed to manually set up - use Edit Splits... and simply activate the autosplitter! Automatically links to the newest version and comes straight from LiveSplit autosplitter database. You need to visit the repository in case you want example splits or layouts.
EDIT4: Modified game .dll no longer needed for Autosplitter - the needed variables are now exposed in the official build. So, only the ASL -file is needed!
EDIT3: Automatic splitter updated now with support for 100% runs. Added also some rationalising on when to actually stop the timer, so from now on it should be safe to wonder around levels and only register timer stop when finishing, or skipping levels (timer-wise that is). Probably not needed, but still, it's there and it makes the whole thing more robust usable. Also, timer is now automatically set to track GameTime so no need to do it manually.
EDIT2: Got permission from the dev to distribute the autosplit compatiibility modded game .dll. Also added usage instructions.
Here is the github-repo for the files. As of now, currently only works with a modified game that exposes the currently loaded level ID.
EDIT: It wouldn't be that complicated to add pause for loading levels (the frame when the next scene is loaded to the frame when the scene actually switches on), so computer loading performance would be nullified completely. Your thoughts on this Serd?
Also, I might be able to squeeze the item collection data to the automatic splitter for 100% runs.
Also, I'll ask the dev if I can distribute the autosplitter enabled game .dll alongside the ASL and LSS files.
I just noticed the category is actually Any% Glitchless instead of Any%. Is this intended, or should be change it to Any%? If not, perhaps we could add an Any% category to the side of the Any% Glitchless....
And also, maybe 100%/100% Glitchless as well.
I have a proposal about changing when to start and stop the timer. The reasons for that will be clear in a while, but first let me define the proposal:
Timer start At first frame Igor's Room has been loaded. The player is able to move at this point.
Timer end The last frame before the first frame of the outro, Grande Finale.
The reason I'm proposing this is because I managed to whip up an automatic splitter based on level change. This would give frame-precise timing, and would also remove the impreciseness of starting as well as the need to check out the first frame that starts fading out for proper time - thus, the recorded time would be easily read from the video. Of course it still needs to be verified, but precision would improve.
The autosplitter isn't 100% finished yet, and it might require patching on Frostbullet's side (however, it's a very simple addition, and shouldn't present much of a pressure work-wise), so we can discuss this in the meantime. I'm sure they'll conform - I can do the work for them if needed :D
If needed and requested, I can provide anyone interested with a modified game .dll that enables automatic splitting, as well as the needed LiveSplit ASL and split-files.