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SwitzerlandCadarev3 years ago

Update: Load remover/Autosplitter script is integrated in LiveSplit, choose the game in Edit Splits... and activate the script in the same menu.

While load times are very insignificant and almost not noticeable in normal play, it has become clear that the longer the game runs, the longer its load times become. This can lead to multiple seconds being lost to load times within the first chapter alone, so this can add up to a pretty significant amount.

To solve this problem, I have created a load remover with autosplitting capabilities. It can be found in the Resources section and is meant for use in LiveSplit. With Timelie being a Unity game, coding an autosplitter/load remover is more difficult than for other games. Some issues are still present with the script, and I will update it with new functionalities and fixes.

Nonetheless, I suggest to use it for full-game runs from now. This way, it is no longer necessary to restart the game to get rid of the longer loading times. Furthermore, the autosplitting feature allows for consistent timing.

Currently, the default settings make the autosplitter split on any level transition except for:

  • Going from a "bridge" level (second to last level of any chapter) to the last level of a chapter.
  • Going from a last level of a chapter back to the hub.

This is a personal choice, as in both cases, there is no real gameplay, just skipping cutscenes and selecting the next level. However, the game will split after going through a door in the lobby (for the final split of a chapter). There are settings available that let you choose to change at what points to split in the run.

Note that currently, the autosplitter will only start when choosing realm 1 of chapter 1. It may also not work the very first time after booting up the game. Sometimes it is necessary to enter a realm and go back to the hub. These are some of the issues I want to fix in later versions of the script.

Another extension to the load remover would allow for better splitting for IL runs. Currently, there is no splitting when restarting a level, so it is not an IL friendly script. Once there are settings to allow for splitting after restart, IL boards could be added if there is interest in them.

Previous runs have their RTA copied over into the RTA w/o loads column. Due to the coding of the autosplitter, timing for All Realms run will no start when the first realm starts, and no longer on realm selection.

Ladnok likes this
SwitzerlandCadarev3 years ago

Hi all

So far there is one category, which is NG+ All Realms. I see this as the main category and have not added Any% yet. As far as I can tell, the differences between the two would be as follows:

  • Any% consists of the exact same realms plus the prologue, which is missing in NG+. However, there is no time control in the prologue, so the time differences would be very minute.
  • Any% cannot skip cutscenes, as this functionality is only added after watching them for the first time. However, there are roughly 30 minutes of combined cutscenes in an Any% run, which makes up half of its length, leading to substantial chunks of downtime.
  • Any% can unlock relics which lead to a 2 second information screen for each obtained relic. This could lead to some potential route changes to avoid getting a relic, in contrast to NG+ runs, where relics are already collected, so they do not matter. I expect these route changes to be very small though if there are any.

Since the bulk of gameplay is identical, I will wait until there is increased interest in Any% runs or more reasons to add them.

On a related note, an All Relics category would be another possibility, requiring the player to complete all the challenges before finishing the run. This would also have to be done from a fresh file to keep track of the relics collected, since NG+ has the relics grayed out by default after collecting them. With 15 relics in total, some of which require some pretty big detours or different strats if I remember correctly, this could be reason enough to add NG All Relics as a category, possible as a compromise to not having Any%?

SwitzerlandCadarev4 years ago

Hi all, I picked up this game in an attempt to learn about coding a load remover and autosplitter. The load remover is fully implemented, while the autosplitter needs a bit more tweaking, as it sometimes double splits on level transitions (I'm aware of the reasons behind this, but haven't had the time to fix it yet, should be able to soon though). The autosplitter also starts on its own when gaining control in the first level, as defined in the rules.

After fixing the splitting issue, I will provide the .asl file if there is any interest in it. I'm aware this game is not actively run anymore. I just wanted to put out the option to switch to RTA w/o loads. Doing so would probably also change the route in some spots as checkpoint resets, which currently take more time than just sitting through conversations, would become viable.

SwitzerlandCadarev5 years ago

It seems like the June 18th 2018 update, which introduced some localization fixes, also had an effect on our LiveSplit load remover, as it does not seem to work anymore.

Personally I have no experience with load removers so I cannot fix this issue (assumption is hardcoded pointers). If anyone does know how to handle this or knows someone who could look into it, help would be highly appreciated.

Since RTA w/o loads is our primary timing method, I guess this also means that no new runs can be submitted until the load remover is fixed. (?)

SwitzerlandCadarev7 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

SwitzerlandCadarev7 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 and AlpineEscape like this
SwitzerlandCadarev7 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, and Taeruhs like this
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.

SwitzerlandCadarev8 years ago

The TRA leaderboards have been pretty disorganized for quite some time now, dating back to the IBJ discovery. To grant competition for people not able to perform it and because of the potentially big impact of IBJ, the no BJ categories were added. Since nobody submitted a run with IBJ ever since, the Any%/100% leaderboards have been empty the whole time. With the current state and direction of speedrunning, segmented runs seem to be far less important than some years ago. Segmented runs take a long time to complete and optimize and thus aren't really submitted or meant to be on a leaderboard. There has also been an increasing interest in extending the categories offered on the leaderboards, most notably regarding glitchless speedruns.

To adress the empty Any% category, I've moved Any% no BJ to the top of the categories list to make it the default category. This is only a temporal solution. What I'd like to do here is discuss what everyone wants the leaderboards to look like, to make them and running this game more appealing.

Some suggestions to start the discussion: ¤ Remove Any% no BJ and 100% no BJ as categories, instead add BJ as a variable to the leaderboards. ¤ Remove Segmented categories from the leaderboards, instead collect them in a (sticky) forums thread. ¤ Remove Glitched as a variable from the leaderboards, instead add Glitchless category/categories or subcategory/subcategories (and discuss its/their ruleset). ¤ Add new categories according to suggestions/discussion (e.g. All Levels/Segment End Screens, No OOB)

Thanks for participating!

SwitzerlandCadarev8 years ago

Practicing specific parts of a run can be a bit of a hassle when running Transistor due to autosaving on the selected profile being the only save mechanism. While learning and practicing the current Low% route, I gathered 2 sets of 5 profiles, each one at a major location (before big skips, important fights and so on). I wanted to ask if it would be a good idea to upload these in the resources section as it would get rid of having to do a fresh run to the desired part of the run which you want to practice. Using these files is pretty easy, as you can simply overwrite your current saves (location: http://steamcommunity.com/app/237930/discussions/1/540743128802595639/#c540742485347814006 ).

If everyone is fine with it I could do the same thing for Any% which would probably be more useful as that is the more popular category.

SwitzerlandCadarev8 years ago

I assume a general thread where people can ask questions regarding certain skips is more useful than a thread per skip, but if I'm mistaken, I guess we can change that afterwards.

Anyway, I'm currently learning Low%, and I'm almost done. The only thing left to get is the 2 Man skip right before Fairview. Problem is, I haven't seen a video of it (the current run doesn't do this skip), and while Onin has written down some helpful step by step guidelines, I can't get the final part done. Setting up the OVC glitch and finishing the 5 Snapshots works fine, my question is where to start the no collision part of the glitch. The guide says to trigger the OVC on the overpass. I assume this means to cancel the OVC screen and start Turn() during a transition as usual so Red is able to go OOB afterwards. Now, do I do this while going up to the overpass (at the start) or when going down (at the end).

I tried both with holding down-left afterwards (and some extensive maneuvering), both to no success. When triggering it on the way up, the camera seems to never readjust as it is mentioned in the guide, and while I did get the "To Fairview!" area trigger from Royce, as I said, I never got any further with the camera.

When triggering it on the way down, I can hold down-left until the camera gets stuck at the Royce proxy, and by maneuvering some more off screen, I can get it to reset entirely so it follows Red, which is great. However, neither the OVC terminal that builds the bridge, nor the map change trigger, nor the Proxy (which this skip is supposed to skip anyway) can be activated (no option for activating them shows up). There is an option to activate the Transistor somewhere OOB in the lower right corner, but even when trying to do so (pressing the Interact button), nothing happens. I assume all of these triggers don't work because the 2 Man fight starts up but isn't finished.

This would basically mean that I have to trigger the OVC on the way up to the overpass, but as I mentioned, I can't get the camera to reset from there in any way, so in the end, it seems that I misunderstood the guide anyway. :S

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