Forum posts

Forum: Street Fighter III: 3rd Strike

Thread: I just noticed a few things wrong with Yuuno's run

Started by: AlexxShadenk777AlexxShadenk777

I tried to be reasonable, but if you'd rather use personal attacks rather than stick to refuting my points, then I'd rather not respond to your insults.
It's fair you don't want to accept my experience with the game. you don't know me and I haven't submitted any runs. I don't plan to, either. I made my point as best I could strictly with words.

As for my comment on his failed SRK inputs, I'll admit I may have exaggerated a bit, but it's true he failed to follow up bnb's with srk numerous times, already in the first match. I didn't say it to insult the player, I raised it as a fact, though the way I worded it may have sounded offensive and exaggerated.

Anyway, I'm glad that you've agreed to disallow runs with any visual modifications or glitches. It's particularly strange, though, this should've been an obvious rule from the start. Any modifications whatsoever, cosmetic or not, will always put the legitimacy of any run.

I consider the possibility that maybe, just maybe, I'm imagining an overly lenient CPU where there isn't, but even after what you've said (I don't doubt your experience), I still can't shake the feeling Yuuno's run has something wrong going on besides the glitchiness.

 

Forum: Street Fighter III: 3rd Strike

Thread: Character categories?

Started by: TekratTekrat

I'd love to see a Remy speedrun some day. He doesn't get enough love.

NerdyNesterNerdyNester likes this. 

Forum: Street Fighter III: 3rd Strike

Thread: I just noticed a few things wrong with Yuuno's run

Started by: AlexxShadenk777AlexxShadenk777

Let me answer your question with another question: do YOU know him? Can you prove for a fact that everything I pointed out is legit? Furthermore, how can you accept a glitched video? This is the first time I've ever seen any footage of the game glitched as in this video, but the one time I do, it's coincidentally in the world record speedrun?

I don't feel like I need to prove my experience with the game any further, everything I said could've only come from experience and even if the glitched transitions didn't give any advantage, it doesn't matter, it doesn't look normal, and the CPU behavior is unlike any that I've ever seen. Even in your run, #2 on the leaderboards, you can actually see, clear as day, the blatant difference in CPU behavior. Your game looks correct. His does not, and I can only assume the glitchy graphics are proof of something fishy going on as well.

As for spamming shoryukens on Gill, this is a known strat, everyone's known about it for years. But the entire run is just too lucky for lvl3 cpu, regardless of revision.

But let's say you're right. Let's say I'm wrong about the cpu behavior (which I'm not).

Why is the footage glitched? Is it a well-known glitch? Is it common? Does it occur in any known version of the game, be it arcade, consoles or modern ports?
If any or all of those questions are answered with "no" then the video shouldn't be allowed.

 

Forum: Street Fighter III: 3rd Strike

Thread: World Record spliced runs (arcade mode)

Started by: GerbungisGerbungis

Ah, I see this has been investigated already.. 2 months ago? Then why is the run still up? It's glitched, and the CPU behavior makes no sense. Take it down.

 

Forum: Street Fighter III: 3rd Strike

Thread: I just noticed a few things wrong with Yuuno's run

Started by: AlexxShadenk777AlexxShadenk777

All of the screen transitions are gone? It looks like the game is skipping all screen transitions i.e. fade to black, fade-in, etc. is this a glitch in the emulator? The game's not supposed to look like that. With the transitions disabled, the game is naturally advancing much faster than it should between rounds.

With the help of a friend, we noticed a few more oddities with the run.

The CPU is quite lenient throughout the run and this can be noted in the first match, where Sean is effectively doing nothing, which makes me think the difficulty is set to 1. Throughout the run, there are other examples of the CPU doing nothing or being overly docile and this is incredibly lucky even for lvl3.
You can run a short experiment yourself, load up Sean at level 1, do the whole match, then do the same at level 3, you'll see what I mean.
Basically, you cannot get this lucky with a single character, let alone an entire run.

Even Dudley is frequently just walking forward and doing nothing for seconds, only a lvl1 CPU would do that, while lvl3 would do Uppercuts the second you're in range.

It's also far too convenient that his setupless jump-ins pretty much never got blocked.

At 2:32, Akuma's portrait/screen transition plays twice. It clearly looks like it was messed up during editing. Akuma's avatar also moves back (to the left) for a few frames. This weird "glitch" occurs later after the match against Dudley (3:46), so I'm unclear whether this is simply a glitch, but that doesn't explain why all screen transitions are seemingly disabled.

The INSERT COIN/JOIN IN text also vanishes for a few frames sometimes. Sometimes it lingers longer than it should. This simply should never happen. The text should keep blinking at the same interval regardless of anything and should only disappear during transitions (which, as clearly shown, were disabled anyway).

At least once, the characters vanished from the screen.
https:/​/​steamuserimages-a.​akamaihd.​net/​ugc/​786375888692101066/​9E3C14205C478561030F8B9A8979A974ADF1A524/​

Basically, the run looks fake as hell, and we're also talking about a player who fails Shoryuken inputs frequently and even started the SUV bonus game by high jumping when attempting to do KKZ.

There may be more oddities, but the fact that the run is as glitched as it is (and that the person playing is fairly inept) makes it hard to tell which "glitches" shown come from the screen transitions being disabled, and whether anything in the video was edited.

Regardless, the inacurately and overly docile CPU is the biggest hint (seriously, you have to be lucky in every round, the whole time for this to happen even at lvl1) but the simple fact the game doesn't look the way it should makes me and my friend believe it should be taken down from the leaderboards.

 

Forum: Street Fighter III: 3rd Strike

Thread: Nobody uses Dudley?

Started by: AlexxShadenk777AlexxShadenk777

Also... why not disable the bonus games too? It seems silly to do those. And even if you're going to leave them in, you can also choose to have parry the ball lvl 5 so Sean throws them faster..

 

Forum: Street Fighter III: 3rd Strike

Thread: Nobody uses Dudley?

Started by: AlexxShadenk777AlexxShadenk777

Cool! Best of luck out there.

 

Forum: Street Fighter III: 3rd Strike

Thread: Nobody uses Dudley?

Started by: AlexxShadenk777AlexxShadenk777

I had a quick look at the speedruns on here and seems like everyone's using shotos, but has nobody seriously considered using Dudley?

In true speed TAS runs, I set up a few rules for getting to the end as quickly as possible, some of which being no knocking the enemy down/back, no supers (they waste too much time), and getting hit at least once in the match, because the Perfect announcement also takes up time.
Because it's TAS I can somewhat manipulate the AI into comboing into them while they're crouched as often as possible (while crouched you take suffer 30% more damage) but of course it's not guaranteed.
I've done TASs with Akuma, Ken and Dudley, with an attempted run as Makoto that I never finished, because I quickly realized Dudley easily outspeeds them. He has the best jumping arc and can do more ground combos without knocking back or down, namely duck in uppercut over machinegun blow.
I see the community is rather small at the moment, but still I invite you all to watch my TAS to get a better idea of how, I feel, is the most optimized way to speedrun 3S. I added a counter to it as well.

TMTM, DBcadeDBcade and NerdyNesterNerdyNester like this. 

Forum: Devil May Cry 3: Special Edition

Thread: you sure you dont wanna lock this one also PvtCb?

Started by: SaiyanGamingz

Thanks, I guess? I'll watch it.
edit: lol $700 worth of imported hentai, what the fuck.

 

Forum: Devil May Cry 3: Special Edition

Thread: Platforms as sub-categories and StyleSwitcher variable

Started by: SimoteusSimoteus

That's great! I think this will help the competitiveness a bit. Even if the PC port is the fastest there's still merit in running the PS2 version and as emulation becomes better, more accurate and faster, it could also work better than any other version. Some day?
Although seems PrivateCinnamonbun removed the Style Switcher filter. I don't understand why.

 

Forum: Devil May Cry 3: Special Edition

Thread: you sure you dont wanna lock this one also PvtCb?

Started by: SaiyanGamingz

Not gonna lie. Kinda upset about having my thread locked like that.

 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

Of course, if you, as moderators, simply add categories and filters, there's no need to delete any of the runs.

And if the glitch really is caused in that port regardless of the mod, this changes everything...

 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

Hmm, that's strange, because I've never seen that happen in any version of the game before the mod's release. The 2006 port, shit as it may be, never gave me any bugs that weren't already present in the PS2 version. If what you're saying is true, then is the bug occurring due to more recent operating sytems and/or faster hardware?

I don't have a clean install of the game at the moment and it would be too annoying to do so, but nothing I said was wrong. Maybe the bug is being caused not directly by the mod, but the mod may be making it more guaranteed... hmm.

Well I may as well expand on my experience with this version. Basically I played it at the time on windows XP and like pretty much everyone who played it, it ran like shit. I could barely get 60 fps on the lowest resolution setting. I'm not exactly sure at which point the modding tools (for making texture mods for example) surfaced but I reckon it was sometime the next year and I got into it fairly early on. I made a lot of skins for the game, I played the game quite extensively both on PC and PS2 (both Dante's Awakening and Special Edition) and thanks to the SS mod appearing a few years ago, I got back into playing the game on PC, as I no longer have a PS2.

I own the HDC on PS3 and of course have also the current HDC on PC with the latest version of the mod and I have played all DMC games every year, especially DMC3 and 4, for many days, weeks and months at a time. I've done perfect S rank runs, I've done Easy mode/Bloody Palace speedruns (never recorded one, just did them casually over the years), I've emulated the game as well and I've experimented with every weapon and Style combination since the game's release.

So with everything laid out with my gaming and modding experience, I can say with 100% certainty that enemies have never despawned on any version of the game, except the 2006 port and, in my experience, only happens with the mod installed. However, though it kind of goes without saying, my current PC build is wildly different from the one I had when I first started playing the PC version and while I modded the game for a long time, I also went through about 3 different PC builds in between and before the mod surfaced, I had no reason to play the game again, especially thanks to the PS3 HDC version.

And bear in mind, during all this time, I've inhabited several DMC message boards, namely Phantom Babies, Gamefaqs, Hell's Atelier and owned my own forum at one point, and I joined Infernal Works about 3 years ago and I actively browse the Steam DMC message boards too. And I've never encountered a single bug report of enemies despawning that didn't have the mod installed.

So you can see why I'm extremely doubtful of the bug existing at all without the mod.

If there IS a reason for it happening, then the cause should be identified, because it's pretty clear to me it's a recent occurrence that's gone under the radar for far too long.

 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

Can you prove that this person didn't have the mod installed? Because simply having it installed is enough.

 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

You can customize exactly how many extra jumps, dashes, Air Tricks, Sky Stars, Trick Ups and Trick Downs as you want with the Style Switcher. You can essentially turn it off by setting it to normal values.

As for me doing speedruns, it's something that's been on my mind for a while but I'm not sure if I have enough free time to dedicate myself to this. Speedrunning takes a lot of time and effort and I have way more fun playing these games for style and I pretty much refuse to use items at all costs, so if I do ever make one, it would be itemless.
I'm still interested in seeing how quickly the game can be finished though and I care enough about it to post here.

 

Forum: Devil May Cry 3: Special Edition

Thread: Vote for leaderboard change

Started by: SimoteusSimoteus

If you can do both, then... why even make a poll?

 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

@Simoteus Thanks for explaining this to me.

@wiekds Yes, enemy despawns save time, obviously, and that's exactly the point. This bug simply does not exist in any version of the game without the mod. Therefore any time saved from despawns is a metric that shouldn't exist in the game's meta. The mod is simply bugged and if it didn't have this bug, I wouldn't be raising an issue with speedrunners.

@Mekarazium Yes, I'm all for having different categories, I only wonder why they weren't in place the moment the despawning was discovered. I'm baffled nobody realized it due to the mod.

 

Forum: Devil May Cry 3: Special Edition

Thread: Vote for leaderboard change

Started by: SimoteusSimoteus

Question, is there a reason why you can't do both?

KBupsKBups likes this. 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

So invalidating runs due to cheating is kind of ridiculous because it would affect a lot of runs? Why was it even acceptable to allow this bug in speedrunning in the first place? Do you honestly mean to tell me that, prior to playing DMC3SE with the mod, you had no idea this bug never existed in the game? Don't you think that if the game had been released with this bug back in 2006 -- no, 2005, on PS2 -- it'd be well documented by now?

No, it's not kind of ridiculous at all, what's ridiculous is that speedruns are now being accepted with cheating. Because that's what it is. The Style Switcher didn't even exist in 2006, it only surfaced like 4-5 years ago. If what you're saying is true about the PC version being the go-to choice for speedrunning, then people have been dealing with fps drops and poor controller support for much longer than not -- and I did play this version at the time, just as I played every other version of the game.

And again, I'm not saying you should ban the Style Switcher, you should ban runs with despawning enemies because it's essentially cheating. You even said "Nobody running with SS has ever relied on getting despawns" but you seem unwilling to ban runs that include it. Could it be because you do rely on despawns to get your records? This just sounds dishonest to me. I heard from someone I trust who's watched your streams that you will deliberately reset runs on mission 1 or 2 because you didn't get despawning enemies. Sounds like you're relying on this bug quite a lot.

SaiyanGamingz likes this. 

Forum: Devil May Cry 3: Special Edition

Thread: Enemy despawning shouldn't be allowed in speedruns.

Started by: AlexxShadenk777AlexxShadenk777

@Simoteus: How can despawns be out of the control of the player if it requires the installation of the mod? I have nothing against using the mod as a patch for the performance issues well documented with the game, but my argument is: if a speedrun includes despawning enemies -- which is impossible in ANY version of the game -- then the speedrun shouldn't be accepted as legit. Essentially, the speedrunner's saving time via cheating, doesn't matter if it's out of their control, you pretty much expect that enemies will despawn with the mod installed. You may as well press F2 and one-shot enemies yourself, in that case. It is absolutely under the player's control. If enemies despawn, which you should know is impossible without the mod installed, then reset the run.

I also agree on placing those filters.