Threads
Paraná, Brazilbill_play37 years ago

I was doing some testing and I noticed that box stealing is a lot easier on lower framerate. But that conflicts with the framerate you would want to have for kickflips, because you want high fps for those. So I decided to clarify that you are allowed to change your framerate mid-run, as that allows for more tricks to be done.

Other games seem to follow a similar set of rules, so it feels like this is the right decision.

For the rare people that have loading screens between sectors (like me), opening the console to change your fps during a loading screen will be counted as part of the run.

anomulus0 likes this
Paraná, Brazilbill_play37 years ago

I'm gonna upload the load remover I made on the Resources page. Still kinda incomplete since I didn't really have the time to work on it the past few weeks. But since I used it in the run I submitted, it's probably a good idea to have it up, to give an idea of the loadless time when runs are done.

Nerd_Squared likes this
Paraná, Brazilbill_play37 years ago

So with the recent change from RTA timing to loadless timing, the proper timing method must be specified, which is why I'm creating this post: to clarify what is defined as loads precisely.

For chapter loads (or area restart loads, if you happen to do that on a run), it's trivial: every frame with the characteristical loading screen should be removed from the run time.

Now if you happen to have a lower end PC like I do, you might encounter a semi-transparent light blue loading screen inbetween sectors. When that loading screen pops up, the game doesn't stop, it just stops reading your inputs. Which means that if you jump right before hitting the loading trigger, you keep your momentum and your trajectory during the load. So in that case, only the time spent not moving in that loading screen should be removed from the run time.

I'm currently developing a load remover and autosplitter for Livesplit for this game. Currently it doesn't remove loads accurately, but it should at least give a general idea of the time without loads. It's current version can be found in the Resources section.

anomulus0 likes this
Paraná, Brazilbill_play37 years ago

So whenever I play this game, I get some quite long loads because I have a lower end PC. I also get some loading screen inbetween sector because of that. So I would like to ask if the timing standard could be changed from RTA to time without loads.

I offer myself to retime the current runs and update the times if get modded.

riktoi likes this
Paraná, Brazilbill_play37 years ago

So I was thinking about picking up this game and I noticed that kickflipping has to do with the game's framerate. I was wondering how low can your framerate be to be able to do all the kickflips in the run, because I have a lower end PC, so I can't quite run the game at 120fps all the time. I average around 60-70, but it fluctuates up and down depending on the chamber.

Paraná, Brazilbill_play37 years ago

So when you die in single player, the demo finishes recording. How do you properly restart recording without missing a game tick?

TheMaster likes this
Paraná, Brazilbill_play37 years ago

I noticed that there's a Google Docs leaderboard and the leaderboard here on speedrun.com. I also noticed that the Google Docs one also has the Glitchless category, that doesn't exist here. So what's the main leaderboard of this game, the Google Docs one or this one? And if it's this one, why there's no Glitchless category here?

Paraná, Brazilbill_play37 years ago

If I were to pause my emulator in the middle of the run, would that invalidate the run? Sometimes I have issues with my controller and I can't properly pause the game. If I'm doing 105% for instance, it's pretty likely that something will happen to my controller, since the category is longer.

Am I allowed to pause the emulator and resume when i get my controller issue fixed?

Paraná, Brazilbill_play37 years ago

Apparently 1 defib is guaranteed on Highway. Using director_debug_scavenge_items 1 I was able to track down spots where the defib would spawn. However, I found 2 spots that weren't marked when I used the command mentioned, so there might be some other hidden defib spots. Here are the spots that i found: http://imgur.com/a/dDlQM .

Paraná, Brazilbill_play37 years ago

After doing some research today, I found out that a chainsaw and a grenade launcher are guaranteed on Fairgrounds. There are 12 spots for them to spawn, all listed in the following imgur post: http://imgur.com/a/fLyGE .

All the testing was done on Newest.

Paraná, Brazilbill_play38 years ago

I'm currently working on an autosplitter for LiveSplit and I pretend to release it for everyone once it's done. It should work for every relevant category for this game. Considering that a few people complained about loading times in the past, I thought about implementing a feature on the autosplitter that would remove loading times, removing most of the hardware factor that could be different between runners. If every one agreed in using this feature on the splitter, then i would make it part of the script. So first of all, does everyone agree with removing loading times? And if so, what could we do to the runs that used RTA timing? My suggestion would be retiming the top 3 runs for each category and leaving the rest for the runner to retime. Mods could add a comment to the not retimed runs or perhaps adding a new column for game time and keeping the current times on an RTA column. Sure, it would be a lot of work. But i guess that this sort of transition happened in every game that now uses timing scripts (like some other Source Engine runs). So, what are your opinions?

p1xelfart, Ivrin and 9 others like this
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