Forum posts

Forum: Left 4 Dead 2

Thread: AI Kicking rules

Started by: BubbzBubbz

Basically you can do whatever you want with the bots as long as console commands aren't used, but killing them at the start of levels as quickly as possible is highly advised since they don't understand the concept of "gotta go fast".

solokolossolokolos likes this. 

Forum: Left 4 Dead 2

Thread: Access to early versions?

Started by: zpqpzpqp

You can find the link to that Discord in the bar to the left. Version 2.0.0.0 is the only one that has the infinite stumble glitch you mentioned, it was patched immediately by Valve after release.

 

Forum: Left 4 Dead 2

Thread: Version Launcher

Started by: DarootLeafstormDarootLeafstorm

You should submit this to the resources section with a small tutorial.

And also, good job!

 

Forum: Left 4 Dead 2

Thread: My files and funny moments

Started by: muJikmuJik

Has all of the classics, zombies that can't be knocked back, getting stumbled off of ledges, instant death by spitter boost straight down... it's basically a compilation of L4D's greatest hits.

 

Forum: Left 4 Dead 2

Thread: Newest

Started by: muJikmuJik

As stated, the old versions are entirely legitimate ways to run the game as they are exactly what was released by Valve officially on Steam at some point in time. Many games have this option when possible, playing on old patches, game cart versions, or what have you due to some things not being fixed yet.

People can easily start runs and practice on Newest while they feel out if they enjoy running the game or not. Many campaigns can be played competitively for a starting player on Newest, then when they are ready they can take the step to get the old versions to pick up some things like a slightly easier Dead Center 1 skip, or a much easier (but not that much faster) Coaster skip. A lot of things patched in Newest has a workaround, either being slightly slower or harder compared to an old version like both of those previous examples. You can definitely still run on it and learn a lot.

We actually have a very good setup here, our old versions are incredibly easy to run and do not interfere with your main installation, and you can have as many different versions to launch as you want. Many other games don't have it nearly this simple, and for some games you even need to buy an entirely new and faster console! We should consider ourselves lucky.

Unfortunately, but understandably, this site does not allow uploading full old versions to it since that is essentially piracy. As a newer player that has spoken to other newer players recently, how do you think we could get the word out here that the old versions are easy to get through Discord? Would a guide in that section help? A post on the forum? I'm not really sure where new players might be more likely to check, but we can see about adding something somewhere to point them in the right direction.

TristalisTristalis likes this. 

Forum: Left 4 Dead 2

Thread: Master's Corner: leaderboard changelogs

Started by: TheMasterTheMaster

3/19/19

Added a small bit to the rules clarifying that you can't change game versions mid-run.

Updated from this, "You cannot switch Realism on or off mid-run, you must commit to what you started with."

To this, "You cannot toggle Realism nor change game versions mid-run, you must commit to what you started with."

solokolossolokolos likes this. 

Forum: Serious Sam Classics: Revolution

Thread: Infinite Ammo ruling

Started by: ypyp

If any part of the post came off as dismissive, I am sorry as that wasn't my intention. I'm not sure if that was about my talking about our runs or not, but I just wanted to say how the pathing advanced to stress that infinite ammo didn't matter since it did look like you might have felt that way. Looks like we're on the same page with this now.

Yes, mutators are a variable when submitting, but that option in itself is redundant with the main game because with them off, this is exactly the same as running a classic game, with the exception of the All Encounters category. I would be fine with that column being removed since it'd just result in duplicated runs with the main game, but it isn't a big deal. The place for Revolution is to play with all of the available modifiers to make it an entirely different run, and none of them should be disallowed because we already have leaderboards for that, classic TFE and TSE.

There was discussion held on these rules in the Serious Sam Done Quick Discord server with the community active there. A poll was held about the enemy limit, and then results were posted to these forums so things were clear. If anything, it was the previous state of rules that weren't discussed as nobody knew the reason why they were instated as such, and since there wasn't any reason to argue for it being disallowed, it seemed a pretty obvious change to make. They fell apart with the slightest bit of scrutiny of "wait, why is this one thing specifically banned?" which shows how poorly thought out it was in the first place. Somebody who was active from back then please do correct me if I'm not remembering this right, but I believe it was said that a previous mod (not sure if it was the founder?) had just written it in themselves and they aren't around anymore. So, really, if you think about it, the previous state of the rule was the one that wasn't fair, which was solved.

We've got it easy here. Other times when things change in a speedgame it could be a rule that needs to be added which makes runs slower, splitting up the boards in a messy way with legacy runs. Generally changes which don't make previous records impossible to beat are left up as-is, unless the change is substantial enough to warrant a subcategory, which I would very much advocate this does not at all (especially considering this is a barely-played offshoot of the main games). Exception here being All Secrets as I have no idea how that routing is. At least in co-op it's just going to be an OOB-fest with as many players as there are secrets so we never bothered, but solo could be entirely different... I'm not sure. I'd probably still argue that infinite ammo isn't necessary to subcategorize anyway.

I didn't think you guys were accusing us of cheating or anything. We aren't even moderators, we just brought this up to the attention of the community when we started seriously looking into running this game because the mutators are fun stuff. We only completed the one run without infinite ammo at the time more for a fair comparison to the old WR to see how all of the new stuff in the run compared, and yes, because it was in the rules at the time, but the discussion about the rules changing was already taking place so we thought "well, we'll do it with ammo for now to get a 1:1 against the old record". We likely would have continued that way had the rules not changed, but that doesn't mean we agreed with the way it was, nor did others once it was brought up.

So, anyway, in summary, there was process and discussion for the changes amongst multiple people, and I don't think that anything unfair took place. I hope it's a bit clearer now about what the community did behind these rules, and I hope you guys would like to come in again in the future to give the new pathing a go. One last thing about the enemy spawn rate, I have a pretty solid computer and I get lag when there are a lot of enemies too, it's just kind of how the engine works, so with even a moderately slow modern system I don't think you'd be on unfair footing there. Loads in co-op is something else... you can use the in-game time which discounts loading, but if you don't load in time to help your partner that could definitely be a problem. Maybe the slower loader should try hosting? I'm not sure what will happen then, but it might be worth investigating. It could be better than you're thinking, hopefully.

Also, Glover is great! That one is a hidden gem platformer from my childhood, not many people have heard of it. I don't think I'd ever run it but I can imagine it might be interesting since the levels were fairly open, usually. Ah, memories...

EDIT: Jesus. This came out longer than I expected. I'm known for writing essays, and I guess that doesn't stop here.

 

Forum: Serious Sam Classics: Revolution

Thread: Infinite Ammo ruling

Started by: ypyp

Infinite ammo is the least impactful to runs so it made no sense that it was singled out before. Why is that setting "cheap" and the others aren't? If I recall, the rules before even called it a "cheat" setting, whatever that means when you can also set fire rate and such. As stated by deagle already, there are massive differences with other settings that are already allowed, and infinite ammo is more a nuisance than anything. Initially, deagle and I even did a run with infinite ammo off since that's what the rule was at the time and still blew away the record because of new routing and many new skips and techniques. At the time we realized how little it did matter besides starting each encounter, which only resulted in it making even less sense it was disallowed.

The change to infinite ammo had no weight whatsoever on your runs falling behind, that was due to the massive advancements that have been made to the route since then. It's a completely different run now. Seeing that this is an offshoot from the original games, I don't believe the crazy settings should be disallowed in any way, including infinite ammo, since they are basic menu options here. Then we would just be inching it closer and closer to being redundant with the leaderboards for the classic games.

I'd instead invite you to come back and check out what's being done with the run nowadays. All of the boosts are pretty fun, particularly Second Encounter is nuts now with sniper boosts.

EDIT: Here's a link to that run that didn't use infinite ammo, and keep in mind this was when we very first started so there has been a lot of practice and improvements to routing since this, https://www.speedrun.com/sscr/run/zg7v49vz#

 

Forum: Left 4 Dead 2

Thread: Do I need a timer?

Started by: BlueSpeedrunsGamesBlueSpeedrunsGames

You can continue the run but if the crash was in the middle of a campaign you would need to start the campaign over. I think the relevant part of the rules you're looking for is this,

"For runs that have multiple campaigns, they can be played in any order you'd like, but each campaign must be played in a single server, from its first map to its last."

 

Forum: Left 4 Dead 2

Thread: Do I need a timer?

Started by: BlueSpeedrunsGamesBlueSpeedrunsGames

All that is required is clear footage of live gameplay with no segmenting or mods and audio that is audible enough for the duration to confirm that no sound addons were being used. Additionally, you either need to have your cursor showing in the recording (which pops up in the center when loading starts) or have the red "4" unobscured in the upper-right of the screen for the purpose of load removal. So, yes, you're fine without a timer. See this thread for general rules that apply throughout all runs unless otherwise specified in their individual rules, https://www.speedrun.com/l4d2/thread/x3cng

Where did you hear that you wouldn't be allowed to submit without a timer being shown? Unless it's from around here by a mod such as myself or on our Discord server (see the sidebar to the left for a link), it might not be "official", so to speak.

 

Forum: Left 4 Dead 2 Category Extensions

Thread: Master's Corner: leaderboard changelogs

Started by: TheMasterTheMaster

11/19/18

Added the Jumpman mutation to all relevant categories.

 

Forum: Left 4 Dead 2

Thread: Master's Corner: leaderboard changelogs

Started by: TheMasterTheMaster

11/13/18

Finished moving everything relevant over to the category extensions leaderboard including the custom campaigns, so make sure to take a look over at speedrun.com/l4d2_ce if you want to get some action on Blastoff or some curated custom campaigns. Additionally, the old Fortnight Challenges are now permanently open there!

 

Forum: Left 4 Dead 2 Category Extensions

Thread: Master's Corner: leaderboard changelogs

Started by: TheMasterTheMaster

Welcome! Here you'll find changelogs of things done with the leaderboards so we have a nice history to reference. Questions or comments on any of the changes? Feel free to post!

11/13/18

Created this thread, created the leaderboards and moved stuff over a couple of days ago. Not much to note, just getting this going.

 

Forum: Left 4 Dead 2

Thread: Master's Corner: leaderboard changelogs

Started by: TheMasterTheMaster

11/4/2018

Created a new thread for general game rules which apply across all runs submitted unless otherwise specified in the rules popup for a category. This helps clean up our edit game page as well as make it so only different rules are shown in each category rather than 80% of it being the same pasted wall of text.

https://www.speedrun.com/l4d2/thread/x3cng

 

Forum: Left 4 Dead 2 Category Extensions

Thread: General Rules for Runs

Started by: TheMasterTheMaster

Hello new runner! Here are general rules to follow during any given run you may be doing for this game, including co-op specific rules near the bottom. Everything here applies across all categories unless the rules button popup for a specific category specifies otherwise. Please make sure to check those rules for each new category you try to be sure there isn't anything different. I dropped this in a thread to help clean up the rule pages and avoid the same long wall of text being everywhere.

NOTE: All Category Extension runs must be on Newest only!

Timer starts when your HUD appears in the first map.
Ends on the last frame your HUD can be seen during the escape in the final map.
Entering the rescue during the finale of each campaign must fully fade to black to count as completed.

For runs that have multiple campaigns, they can be played in any order you'd like, but each campaign must be played in a single server, from its first map to its last. You cannot switch Realism on or off mid-run, you must commit to what you started with.

All addons are banned from use. Video must be a live recording (not demo playback) and audio must be enabled and clear enough to confirm no addons were used.

Console commands protected under "sv_cheats" are banned during the run as well as the following:
z_difficulty
changelevel - added 27th Dec 2016
kick - added 19th April 2015
thirdpersonshoulder - added June 2017
jointeam - added August 2017
report_entities - added February 2018

The following console commands are allowed:
map
cl_viewmodelfovsurvivor
cl_glow commands (for highlights)
cl_crosshair commands
cl_interp/ratio, cl_update/cmdrate
cl_showpos

It is highly recommended you have the Livesplit autosplitter shown in your recording comparing to Game Time or have your recording set to capture the mouse cursor for most accurate load removal. Alternatively, you can accept a slight time loss by leaving the red "4" loading icon in the upper-right unobstructed to use instead. The autosplitter that removes loading times is available in the "Resources" section, or a tutorial on how to calculate a without loads time manually is available in the "Guides" section.

Milliseconds are used only as a tiebreaker, leave it 000 in all other instances.

Co-op specific: Video perspective of the first-loading player is required (likely the host). Can be completed with any number of 2, 3 or 4 players. Only players who were present at the start of the run and completed at least one whole campaign can be credited in the record.

See this other thread for a much deeper explanation on these various rules and why we came to the decisions we have: http://www.speedrun.com/l4d2/thread/wlk68

ImaproshamanImaproshaman likes this. 

Forum: Left 4 Dead 2

Thread: General Rules for Runs

Started by: TheMasterTheMaster

Hello new runner! Here are general rules to follow during any given run you may be doing for this game, including co-op specific rules near the bottom. Everything here applies across all categories unless the rules button popup for a specific category specifies otherwise. Please make sure to check those rules for each new category you try to be sure there isn't anything different. I dropped this in a thread to help clean up the rule pages and avoid the same long wall of text being everywhere.

Timer starts when your HUD appears in the first map.
Ends on the last frame your HUD can be seen during the escape in the final map.
Entering the rescue during the finale of each campaign must fully fade to black to count as completed.

For runs that have multiple campaigns, they can be played in any order you'd like, but each campaign must be played in a single server, from its first map to its last. You cannot toggle Realism nor change game versions mid-run, you must commit to what you started with.

All addons are banned from use. Video must be a live recording (not demo playback) and audio must be enabled and clear enough to confirm no addons were used.

Console commands protected under "sv_cheats" are banned during the run as well as the following:
z_difficulty
changelevel - added 27th Dec 2016
kick - added 19th April 2015
thirdpersonshoulder - added June 2017
jointeam - added August 2017
report_entities - added February 2018

The following console commands are allowed:
map
cl_viewmodelfovsurvivor
cl_glow commands (for highlights)
cl_crosshair commands
cl_interp/ratio, cl_update/cmdrate
cl_showpos

It is highly recommended you have the Livesplit autosplitter shown in your recording comparing to Game Time or have your recording set to capture the mouse cursor for most accurate load removal. Alternatively, you can accept a slight time loss by leaving the red "4" loading icon in the upper-right unobstructed to use instead. The autosplitter that removes loading times is available in the "Resources" section, or a tutorial on how to calculate a without loads time manually is available in the "Guides" section.

Milliseconds are used only as a tiebreaker, leave it 000 in all other instances.

Co-op specific: Video perspective of the first-loading player is required (likely the host). Can be completed with any number of 2, 3 or 4 players. Only players who were present at the start of the run and completed at least one whole campaign can be credited in the record.

See this other thread for a much deeper explanation on these various rules and why we came to the decisions we have: http://www.speedrun.com/l4d2/thread/wlk68

applepie300applepie300 and MahjonesMahjones like this. 

Forum: The Site

Thread: Requesting series/game types for existing games

Started by: Lighnat0rLighnat0r

Ah, got it Liv. I'm blind. Thank you.

 

Forum: Left 4 Dead 2

Thread: Master's Corner: leaderboard changelogs

Started by: TheMasterTheMaster

11/3/2018

Created a new game in the series for category extensions which you can see at speedrun.com/l4d2_ce

As of writing there aren't any categories or runs migrated there yet, but pretty much anything here that is custom content or isn't "legitimate" to the base game will be moved over there.

 

Forum: The Site

Thread: Requesting series/game types for existing games

Started by: Lighnat0rLighnat0r

Thanks! I do see now that it doesn't show on the series page unless game type in the bottom-left is set to "or" instead of "and" which seems kind of obscure. Is there any way around this so it shows more easily on the series page?

 

Forum: The Site

Thread: Requesting series/game types for existing games

Started by: Lighnat0rLighnat0r

Hello, just created a category extension game for Left 4 Dead 2 to clean up the main pages and would like the appropriate tag added,

https://www.speedrun.com/l4d2_ce