Guess I'll use this forum as the place to track MC changes that affect MCCI
Another one to add to the list: (25w02a Snapshot) https://bugs.mojang.com/browse/MC-271065 Holding A/D with W no longer offers faster movement speed.
meaning that bridging is now slower and some parkour jumps are no longer possible. Example: https://x.com/HammSamichz/status/1877023061175652484
In order to get the shave the smallest of timesaves, clever tricks are used. However as Minecraft itself updates, it often removes these trick, where once mcci updates to require the newer version of MC, matching the old run(s) is no longer possible. Here are some examples already.
Some changes would impact all runs for a given map
Patched in 1.20 Wouldn't get a block effect on the edge https://bugs.mojang.com/browse/MC-1133
This really really only impacts beehive as WR uses it to bypass honey slowdown at start. WR video is now missing from that did that... (could've been used on air train with end slime but don't think anyone did)
Patched in 1.21.2 https://bugs.mojang.com/browse/MC-275834 (see bottom comment) Pressing space on slime blocks no longer cancels your jump. This is actually a 1-2 second time loss on the ending of air train with the slime blocks, as holding space lowered your bounce while keeping your horizonal speed. Basically all runs on the leaderboard used this
Patched in 1.21.4 (releasing tomorrow) Sprint Sneaking: https://bugs.mojang.com/browse/MC-152728 this is about how you can move faster by holding your sprint key while moving before you press shift.
This impacts any run/map that uses sneaking, with Chilli Con Carnage being hugely impacted as it used for all the slab sections with ice. Funhouse is also slightly impacted.
Worth mentioning here, this also massively impacts parkour warriors as well since it is often used in ice parkour on top of shifting under slabs (hopefully it doesn't make one flat out impossible)
Today I found out my recreation of the DLC made it to the wiki page lol source: https://trackmania.fandom.com/wiki/Trackmania:_Build_to_Race
When stuff are chasing you it will follow the roads and not b-line the off road until it is either close to you or there is no closer "road" point for it to go to.
Wii has a thing where with a given distance and not looking in that direction, walls are not rendered causing npcs to get out of bounds. Additional it shows how pathfinding and respawning work. It appears the game has a map of valid roads where if you have to respawn, it snaps to the closest road. The compound is not a road since a far tp.
Just putting a list of the levels that don't have an IGT attached to them. So if you want to avoid doing the work of figuring out your time, avoid these levels/missions
- Respect The Racer
- Gathering Information
- The Replacement Racer
- The Roots of War
- Race Wrecker
- Need the Info
??? this is a place holder to tell players and viewers not to look here (limitation of speedrun.com setup)
Could look into it but my phone is probably too old. Could you scout out some things for me:
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What are all the settings does it have (does it have cheat, TAS tools, etc). If it does, how to determine that they aren't being used.
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From the footage, how can the emulator be spotted vs the other allowed emulators (so one knows which rules apply)
Or is all Major Quests the glitched category of 100% (just under a different name).
For all Major Quests it says "Most objectives must be completed" what is most? or is the goal of that run to get the thank you for playing in any way possible?
Why is there not a glitch category for 100%?
Also for objectives, how is it determined that all have been done (is it that every objective is determined by the message that appears in chat (ie Objective: .....)?
You know if you got an useful bug counter if the enemies count is lower at the start of the round (if it is, then it is a glitched run since you skip killing the last mob of each round that you hold the offset by.) This bug is caused by exploding creepers somehow.
If your playing on the Xbox version of dolphin the same rules apply just not the toolbar part since toolbars don't exist on consoles. Also state that the run was performed on xbox in the speedrun description so a moderator doesn't immediately reject your run thinking it is pc dolphin.
I see the video now, it's getting late so I can't look into it much more right now. What capture method is used for xbox? Also I wonder if the size of the FPS counter is determined by the size of the screen or the console? ie does using the xbox with a different size tv screen (or computer monitor if possible), would change the size of that.
does the display with the Frame Counter, Inputs, and Clock and Lag Counter on the xbox appear different compared to when it is on pc?
Quick glance into capabilities of the xbox version of dolphin, that should be good for settings. Only question I have is how to indicate in a video/run that it is on a xbox so I know that the toolbar is not possible. (otherwise a player could try to play off a pc emu run as a xbox one...) xbox cheats are harder to do then a pc (hence the strict rule set for emu).
If you have a solution to that, I'll update the ruleset to specifically state that it is allowed.
wow, didn't notice that it is avaible on xbox now, first I'm hearing about this. Will look into it later during the weekend
The Tracks of this game is a reskin of CARS RACE-O-RAMA (DS/PSP) https://www.speedrun.com/cars_ror_handheld
CARS RACE-O-RAMA = BEN 10: GALACTIC RACING (DS) Radiator Springs 1 = Primus Track 1 Radiator Springs 2 = Primus Track 2 Radiator Springs 3 = Primus Track 3 Santa Carburera 1 = Kylmyys Track 1 Santa Carburera 2 = Kylmyys Track 2 Santa Carburera 3 = Kylmyys Track 3 Santa Carburera ??? = Kylmyys Track 4 Ornament Valley 1 = Null Void Track 1 Ornament Valley 2= Null Void Track 2 Ornament Valley 3 = Null Void Track 3 Ornament Valley ??? = Null Void Track 4 Radiator Springs ??? = Primus Track 4
The ??? means it it doesn't fully exist on Cars. This could be useful to see if cuts on these tracks works on each others game.
Please add level runs to this game simliar to Cars Race-O-Rama since it turns out that this game is a reskin of those tracks lol
I think there is miss communication. I'm referring to level runs where for example the spyglass level: "Timing starts on first frame of Guard saying "Thank you!" Timing ends on first frame of "Bam, that should...""
This this moment of time I can't find a way to retrigger the starting cutscene so a full game run w/prep is not a thing.
In other news, it is going to be a bit before I do a run since I opened a can of worms looking into the map.
It appears to be version dependent, I was looking back at an older version (at time of map release) and the starting room looked normal
For level runs (glitched mainly), can I do them on a beated map since level mission you can redo? Also is prep allowed for them, as in setting up stuff ahead of time :) (before timer starts).