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EnglandSpleen3 years ago

Buurazu has made an autosplitter for use with LiveSplit, which also removes loads. It will be much, much easier to do IL's without having to do any sort of silly manual timing.

It can be retrieved in two ways:

  • From the github page https://github.com/Buurazu/AutoSplitters/blob/main/NOT%20A%20HERO.asl (you will need to manually install it into LiveSplit)

  • From within the LiveSplit program, within the 'Splits Editor' you can set the 'Game Name' to be 'NOT A HERO'. It should give you the option to 'Activate' the AutoSplitter (this will download and install it).

Make sure to set your LiveSplit timer to Game Time for IL's. For full-game runs, use Real Time. When you only have one split (e.g. for an IL) then it automatically resets itself as well.

GrittgamingIRE Chfou 喜欢这个
EnglandSpleen3 years ago

A run was submitted for 'Going Rogue' which was split up instead of in one video: as such, I have added the 'Segmented Run' variable to the board. I think it's totally fine to do runs in pieces like that (some people might not), but this makes it a different run for two reasons:

  1. Floors are generated when you enter them for the first time, not on character creation like many other roguelikes. As such, this allows you to re-roll floors as much as you would like between segments.
  2. You can save, gather information about the floor, then re-load and always perfectly find that Baron Samedi, Orb of Nothing or Dredmor you're looking for.

(This means that a segmented run can potentially be much faster than a normal one)

As such, if anybody does both a segmented and non-segmented run, they will both appear on the board.

EnglandSpleen3 years ago

TL;DR I have reason to believe that the ways used to speed up RTA are not consistent, but IGT is.

So, I was poking around, looking for ways to speed the game up. From before, Sarsart & I had found:

  • pointing camera at fog of war
  • pointing camera at uncomplicated terrain / textures
  • running at lower resolution

Tonight I found a couple more:

  • reducing overall line-of-sight, including when offscreen (i.e. deleting your watch towers and stuff)
  • having units be not moving/fighting, even when offscreen

All of which intending to reduce the amount the game renders, because I suppose AoM has no upper limit when in singleplayer. Even on the same computer, the speed-up seems kinda inconsistent, although maybe it's level-dependent due to stuff happening offscreen, I don't know.

However, I also found another 'strategy': letting the game run minimised. As a quick test, I did this and took level 18 (tamarisk tree) from 5:14 to 3:30. This is bad because you can't record a minimised AoM.

As minimising the game is a very easily-replicable thing, rather than aligning the camera perfectly in the same game state etc, I did some timing tests with the very long autoscroller. I got slightly different outcomes, and even more different when i fiddled with some computer settings, how i was recording, etc.

This leads me to believe that the methods used to speed up the game are inconsistent, and therefore not fair. By contrast, I timed Achilles running corner-to-corner in the Editor with and without these various speed-up methods, and he always took the same time IGT (51 seconds) despite wildly different RTA times.

Due to the odd specificity and granularity of RTA speed-ups, I do not think they could be practically banned or limited. Therefore, I think we should use IGT for IL's.

(as for the problem of "how much opening cutscene you watch affects where the IGT starts", one could just subtract that from the ending time)

Sarsart Adam_ak 喜欢这个
EnglandSpleen5 years ago

I've noticed that there aren't any runs currently up with the editor/osiris glitch - that's not allowed in full-game or IL runs, right?

There's also an awful lot of inconsistent stuff such as units sometimes walking across impassable terrain, and I once got a titan to stop attacking altogether because the AI wigged out. Would a run with something like this be excluded?

Thirdly, there's consistent bugs such as gates that you can walk around (I think the ones in level 31 and T11 are offenders of this, as well as the one guarding the well of urd), and the poseidon lure one where you gain infinite resources if you repair it, and also the ship teleport. Are these allowed?

GoodleShoes 喜欢这个
EnglandSpleen7 years ago

http://www.strawpoll.me/12572142

It has been proposed that timing should end not at seeing the D-Pad logo after beating the game, but instead on losing control of Otus in the final dream sequence.

If the proposed change goes through, times currently on the board will be altered to accommodate this change.

EnglandSpleen7 years ago

Right. Update coming up. Gonna affect older runs?

EnglandSpleen7 years ago

Just throwing these here as possible timesaves, or in case someone wants to do some sciencing.

So I was playing around with Chortlebot and accidentally clipped through his orbs as they were spinning, getting me stuck between them and the boss, effectively knocking him down in one hit. I sorta got through them in the bottom-right portion. Have not been able to find a setup for it.

There's also a way to ground pound on the Shake King twice as he does a dash, saving time on the second phase and cloud phase. It seems really precise; if you're late it's fine, but if you're early then he gores you. Again, I haven't found a good setup.

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