评论
SwitzerlandCadarev6 years ago

Vsync off gives you abrupt downwards boosts if you swandive on slopes for example. If you swandive down a slope, you gain additional distance, if you swandive up slopes, you get sent back down. It also can easily fuck up animations, such as make you spin around on the wrong axis when you're on a horizontal pole (i.e. spin through the pole and not around it). So enabling vsync would prevent a lot of glitchy behavior and glitches in general (Corner Bug is only possibly with Vsync off, as Lara grabs the ledge perpendicularly when vsync is on, so no Corner Bug possible this way).

Grappling hook assisted pick ups:

SwitzerlandCadarev6 years ago

After being mad at Feno for almost a year because he simply replied to the opening post and didn't read through the rest to realize that we've long discarded most of the statements originating in the first post, I would like to wrap this up in the near future. Looking back, we're actually not that far off from finalizing a ruleset.

My proposition, by the way, would be to give a generalized list of banned techniques/tricks/glitches in the rules, but also provide a forum thread where we can detail specific stuff that is banned or allowed, like standing on top of the lever in Vilcabamba being allowed or similar stuff.

Also, since the last post, Corner bug has been found, I'm not sure if it's technically a FPS dependent trick or only a side-effect of Vsync off's tendency to fuck up everything, so maybe it should be added just for clarity's sake. Or should we make glitchless runs use Vsync on only in general?

Anyways, let me summarize how far we got so far by listing all the stuff we agreed on and where there is still some discussion to be had:

Banned unanimously:

  • Out of bounds (note: Is there a handy definition of OoB?)
  • FPS dependent tricks
  • Airwalking
  • Bug Jump
  • Fall Damage Canceling
  • Left Roll
  • Grappling hook assisted pick ups
  • Jump floating (- Corner Bug)

To be discussed:

  • Delayed Swandive
  • Clipping through collision (is this a necessary point? Not all clips lead to out of bounds, but idk if there are any useful ones otherwise)
  • Should Vsync be set to on?

Please bring up other stuff that I forgot or that comes to your mind, so we can finish this up soon. There's really not that much left I think. And please read through the argument made so far, there really isn't much to read, there aren't many posts and they're not as long as they look.

Have we discussed backwards handspringing/rolling up slippery slopes? I don't know if this is used anywhere for great effect, I thought it was in Coliseum, but I couldn't find it right now.

From my end:

  • Delayed Swandive: Ban
  • Clipping through collision: Ban
  • Vsync on?: Undecided
主题: Transistor
SwitzerlandCadarev7 years ago

Hi, did you tick the "Synchronize Video FPS" box in Dxtory? I just tried to lock the framerate in Transistor with it and it worked without problems. I'm not saying we need to use Dxtory, just so that people don't dismiss it immediately in case they want to use it.

主题: Transistor
SwitzerlandCadarev7 years ago

Just ban Transistor tbh.

For Deus Ex: Human Revolution, we use Dxtory to cap it at whatever frame rate we want (since most skips only work at a certain range of FPS). I think the the frame rate limiting is part of the free version, and there was never a problem with it. Then again for that game, it's not a necessity since the overall speed of the game is not frame rate dependent. That's just about what I can contribute to this.

主题: Transistor
SwitzerlandCadarev7 years ago

I agree, the actual day you're running would be important to know as well, but seeing how it's in the middle of the night, I probably won't be able to help as I do live with a roommate whom I don't want to wake up.

Best of luck nonetheless!

SwitzerlandCadarev7 years ago

You did not have to resubmit them, I already edited their difficulty setting. :^)

SwitzerlandCadarev7 years ago

For future reference/questions: Time Trial is the same as Medium difficulty (for example, this can be tested by comparing grenade damage).

主题: Transistor
SwitzerlandCadarev7 years ago

The Discord server was disbanded as it was only really a gathering place for discussions regarding the load time remover/auto splitter. I'm not sure there are enough active runners right now as to where a new server would make sense. :^)

主题: Transistor
SwitzerlandCadarev7 years ago

The camera won't follow Red past that point, but you can still control her. Your goal is to reach the load trigger for the Spine boss fight off-camera. I aim to exit the screen in the top left corner while going up and left. I hold this direction for ~2-3 seconds, and then just keep holding up. It will take some time, but after a while you should hear the Spine scream, at which point you can enter Turn() and exit Turn(), which should make the camera snap to your position, enabling you to kill the Spine.

I hope this was helpful.

SwitzerlandCadarev7 years ago

Read your message again, you'll understand the confusion. :^)

As I said, no harm intended. It was brought to my attention that a run was segmented when the rules say it shouldn't be. I'm a mod here speedrun.com), we're talking about here and the only rule there is (and always has been here) is to use Replay Level. I was literally trying to enforce your own rules, which apparently is now an "asanine fetish" worthy to throw a tantrum about instead of simply asking for it to be reinstated. If it wasn't the 1st place run I wouldn't have done anything at all, but the fact that a number 1 run was breaking the only rule just seemed a tiny bit... troublesome and was rightfully brought up because it doesn't make sense for someone looking at the leaderboards without knowing that it's an old run with a special status. As I said, it's not intended as a purge or anything, it's a good run, we can definitely make a segmented category if you want me to. Just don't act surprised when I have one rule to work with which is not followed but apparently doesn't matter anyway.

SwitzerlandCadarev7 years ago

Pretty sure you message got cut, or else I don't know what you're trying to say.

SwitzerlandCadarev7 years ago

ILs have always used Replay Level in forever, that is the only reason. Having a run as 1st place that doesn't follow the rules seemed to be dangerous. We can even create a Segmented category for ILs if need be. No harm intended.

SwitzerlandCadarev7 years ago

ILs are indeed non-segmented and should use the Replay Level function as far as I know.

SwitzerlandCadarev8 years ago

This, the term is more commonly used in TRL runs iirc.

SwitzerlandCadarev8 years ago

I think banning OOB would be a good idea on the basis of Deadscale's last point alone. Maybe we should also consider banning clipping yourself into solid objects as a point (includes door skips and similar stuff), but I'm not sure if that's a valid glitch category. FPS dependant tricks should be banned as well, yes.

When it comes to "glitchy" actions themselves, I think the way the OoT Glitchless community tried to define their list of Dos and Don'ts is a good start. Basically, if the action you take itself does the intended thing, the result can be uninteneded and it's not a glitch. For example, you can skip large portions of dungeons and puzzles (which is not intended) by taking damage from an exploding bomb mid-air, which knocks you back (which is intended).

Following that logic, I'd come to the same verdict as Deadscale. Jumping is not meant to make you float like in A & B, but it is supposed to let you jump on top of a higher plane as it does in C & D. Just because the texture doesn't match the actual collision doesn't mean it's a glitch. It would also probably mean that skipping the door at the Sphinx would not be a glitch (if done without airwalking of course) as you're definitely not ouf of bounds there. I haven't done it without airwalking, so I'm not sure what is exactly required to do it, but if you're just jumping on top of the door and over it, I'm not sure if it should be banned. Maybe it would fall under the clipping inside solid objects category.

To summarize, things banned up until now: ¤ Out of bounds ¤ FPS dependant tricks ¤ Airwalking ¤ Bug Jump ¤ Fall Damage Canceling ¤ "Left Roll" ¤ Delayed Swandive ¤ Grappling hook assisted pick ups ¤ Jump floating

I'm sure I forgot some, so just chime in with whatever. Also, walking around cutscene triggers is explicitly NOT banned. :^)

主题: Transistor
SwitzerlandCadarev8 years ago

Hey, in case you mean the elevator skip just before the Spine fight where we go off screen, once I reach the top left corner and leave the screen, I run northwest for around two seconds and then just hold up. If you don't walk far enough or too far left, you will miss the trigger.

SwitzerlandCadarev8 years ago

The Tomb Raider speedrunning community Tomb Runner has its own Discord channel! If you have questions, found something new, need advice or just want to hang out and talk, feel free to join us, there's plenty of people online at all times.

For conversations regarding Tomb Raider: Legend specifically, you can use the #trl_tra channel, which combines content from both Tomb Raider: Legend and Tomb Raider: Anniversary.

Invite link: Tomb Runner Discord

SwitzerlandCadarev8 years ago

The Tomb Raider speedrunning community Tomb Runner has its own Discord channel! If you have questions, found something new, need advice or just want to hang out and talk, feel free to join us, there's plenty of people online at all times.

For conversations regarding Tomb Raider: Anniversary specifically, you can use the #trl_tra channel, which combines content from both Tomb Raider: Legend and Tomb Raider: Anniversary.

Invite link: Tomb Runner Discord

Taeruhs AlpineEscape 喜欢这个
SwitzerlandCadarev8 years ago

There has been a lot of discussion regarding the chosen timing method for TRA runs for quite a while now. IGT (in-game time) has been traditionally used, which in itself brought about some problems (such as not counting time in cutscenes, QTE or menus). Ever since the introduction of savewarping, IGT timing has been considered less favorable due to the time lost when loading a save, which lead to the rule of save & load over quite & resume. It was made clear that, in the case of the existence of an autosplitter/load time remover, RTA (real time) timing would be used. Thanks to apel, an autosplitter is now available, and the timing method will indeed be switched to RTA w/o loads.

What does this mean for new runs? From a technical viewpoint, you should use the new autosplitter and, if possible, submit a recording showing its use. This avoids tedious manual timing for the moderator team. This is not strictly required, but encouraged.

From a gaming viewpoint, take note that cutscenes, QTE and menuing now contribute to your total time, so route accordingly. Dying during a QTE is now a serious time loss, and certain parts of the route can be replaced by different, previously useless strats to save time. One such example is the skipping of the uzi QTE in Natla's Mines. Also, take note that switching aiming modes now also counts towards your time.

What does this mean for old runs? The old runs have been manually retimed to match the new timing method. This means that the loading times have been removed.

How do I use the autosplitter? Download the autosplitter from the Resources section of TRA which can be found in the side panel. Then, using LiveSplit, rightclick its window and go to Edit Layout -> Press "+" -> Control -> Scriptable Auto Splitter. Double click this new entry to edit it. Click the Browse button and search for the file you just downloaded. Confirm all your open windows until your back at the base window of LiveSplit. Rightclick it, and then Compare Agains -> select Game Time.

The autosplitter will automatically start in the Caves level and split whenever you confirm a level end/statistics screen. This means that you need the same amount of splits that you visit for the autosplitter to time an entire run. For the current route, this would be 8 splits (3 in Peru, 2 in Greece, 1 in Egypt, 2 in Lost Island).

Does this affect ILs? Individual level speedruns will still be timed by IGT for now. They do not contain any load screens or the possibility to save and load.

ROMaster2, BekirGames, Taeruhs 喜欢这个
SwitzerlandCadarev8 years ago

This thread should serve as a discussion platform regarding the ruleset for all glitchless categories. The best thing to have would be a list with either definitions or an enumeration of what is considered a glitch. Taeruhs has been working on glitchless project himself for which he used a list he created, and which we can use to start off this topic:

Banned would be:

. Bug jump (BJ & IBJ) . Fall damage cancel . Airwalk; . Back handspring or left roll to reach "unreachable" high areas . FPS dependant tricks that look like glitches (e.g. using irregular slopes to make Lara float) . Delayed Swandive . Any trick which involves making Lara step on something that's obviously not a solid surface (e.g. using the fence shortcut in Croft Manor's maze)

It's save to say that the first three items on that list are glitches and have a definitive place on the list. Discussion arises when it comes to the usage of irregular slopes (examples: 1, 2, 3 & 4 at 0:06 and 1:38) and delayed swandives. I also think that some points should be made clearer (e.g. "look like glitches", "obviously not a solid surface"). I would rather add something like the numerous (FPS dependent) door skips/clips as an item rather than giving a group of glitches some vague name.

Personally, I don't have what I would call a very deep understanding of the TRA mechanics themselves, so I don't really know what behavior is caused by which circumstances or moves, so if someone else wants to state their opinion or explanation on these tricks, that would be great.

Cadarev的介绍
加入时间
9 years ago
在线
2 months ago
记录
232
已玩过的游戏
Captain Toad: Treasure Tracker
Captain Toad: Treasure Tracker
最近一次游戏记录 2 years ago
66
记录
Tomb Raider: Anniversary
Tomb Raider: Anniversary
最近一次游戏记录 6 years ago
25
记录
Transistor
Transistor
最近一次游戏记录 3 years ago
23
记录
Tomb Raider: The Angel of Darkness
Tomb Raider: The Angel of Darkness
最近一次游戏记录 5 years ago
16
记录
Tomb Raider: Underworld
Tomb Raider: Underworld
最近一次游戏记录 4 years ago
14
记录
Lara Croft and the Temple of Osiris
Lara Croft and the Temple of Osiris
最近一次游戏记录 3 years ago
11
记录
Tomb Raider Chronicles
Tomb Raider Chronicles
最近一次游戏记录 4 years ago
10
记录
Timelie
Timelie
最近一次游戏记录 4 years ago
8
记录
关注的游戏
911 Fire Rescue
911 Fire Rescue
最近一次访问时间 5 years ago
16
次访问
Timelie
Timelie
最近一次访问时间 1 year ago
432
次访问
负责管理的游戏
Timelie
Timelie
最近一次操作 4 years ago
8
操作