Forum posts

Forum: The Settlers III

Thread: Errors in long games

Started by: KingcatKingcat

As long as the video recording doesn't crash with the game I think it's fine to restart the game and continue from a save you did during the run. The video will prove that it is played in one session as good as possible.
As for the timing: I think the in-game time is fine. If we would allow save and load we would need to switch to real time as those reloading attempts need to count towards the run.

 

Forum: The Settlers III

Thread: victory check times

Started by: TheLaughingMaxTheLaughingMax

Thats very interesting findings. Good job.

It might be interesting to look into it in regards to frames, as this is mostly the increment of time games normally use.

3,2 second are 192 frames (60FPS) but doesn't seem significant ...

I guess we would need more data.

If I find the time I will make some new times in Roman 1 and see if they fit the rule.

 

Forum: The Settlers III

Thread: Blackscreen at game start

Started by: KingcatKingcat

I have a similar problem (using 1.6 in GoG) I don't see the loading screen and the input don't work for the first second or so ... funny enough the video I record does contain the loading screen ...

 

Forum: The Settlers III

Thread: Difficulty settings

Started by: Tigger77Tigger77

I picked normal mostly because Knolls run from back in the day was on normal ... so really arbitrary.
If all are ok with easy mode then it's fine for me as well.
The only caveat is that all current runs are immediately outdated ...

 

Forum: The Settlers III

Thread: Difficulty settings

Started by: Tigger77Tigger77

I think we should agree on a difficulty setting (easy or normal) and include it into the rules.

All my runs are done on normal so far.

 

Forum: Yu-Gi-Oh! Power of Chaos

Thread: Missing runs?

Started by: Tigger77Tigger77

Ok thanks, I was doubting my memory 😃

 

Forum: Yu-Gi-Oh! Power of Chaos

Thread: Missing runs?

Started by: Tigger77Tigger77

I thought there was another Exodia run a while back, where did it go?

Did I dream this or miss something?

 

Forum: Speedrunning

Thread: Using AI to retime speedruns loadless

Started by: GrimMapleGrimMaple

The assistant is a really good idea imo.

@GrimMaple How does your architecture look? Are you using Convolution? How many layers? Are you feeding in individual frames and classifying them binary(load/not load)-frame?

Which frame are wrongly classified? You could make a second pass sanity check and remove loadframes that stand alone (neighboring frames are non-loadframe) as there is not game that has 1 frame loadframes (they always come as a bunch). Same with non-loadframes.

Maybe it's worth to try what happens when your input is a stack of 4 consecutive frames, somehow get the time dependency into the network.

Those results sounds already really impressive! good job looking forward to seeing a prototype 🙂

 

Forum: Tom Clancy's Rainbow Six: Vegas 2

Thread: Terrorist Hunt Categories

Started by: fearflamfearflam

I see the new collums with squad and lone wulf.

Shall we resubmit what we have there as well?

What runs go into the PC collum now?

Also, thanks for your work 🙂

 

Forum: Tom Clancy's Rainbow Six: Vegas 2

Thread: Terrorist Hunt Categories

Started by: fearflamfearflam

I'm not planning to run it as it is almost surly slower but that should not prevent others from running it 😃

fearflamfearflam and MJR11MJR11 like this. 

Forum: Yu-Gi-Oh! Power of Chaos

Thread: Tech

Started by: GenericMadScientistGenericMadScientist

Everything is good then, when you verified the method.
As I said, nice tech!

 

Forum: Yu-Gi-Oh! Power of Chaos

Thread: Tech

Started by: GenericMadScientistGenericMadScientist

RNG manipulation is fine as long as it is done with no outside tools (like TAS memory changer or similar). I agree as it is very hard to check for those things. One thing one can do is hope for the integrity of the runner to say it was done without outside tools and provide the method so other can replicate it. If it is done with just retries like gcah2006 suggest one needs to consider the probability of exodia being drawn at the start hand. I can by it for one single duel as it must happen at some point. But not at this consistency. Also, a runner going for an unmanipulated run would have hours and hours worth of try’s on HDD or stream or similar evidence he could provide.
Best would be to share the method to a mod so he can check if it is legit or how the ruling should be.

 

Forum: Yu-Gi-Oh! Power of Chaos

Thread: Tech

Started by: GenericMadScientistGenericMadScientist

Nice!
You wanne share how to manipulate the RNG?

 

Forum: Tom Clancy's Rainbow Six: Vegas 2

Thread: Terrorist Hunt

Started by: fearflamfearflam

Hej, grate to see there is interest in this game again 🙂

I'm planning to come back to it, and TH sounds like some quick and fun runs.

For the rules I would advocate for what ever is the fastes. Meaning difficulty: causal, lowest density and with your team.

Hope to see some good runs!

 

Forum: The Settlers III

Thread: Leaderboard Icons

Started by: TheLaughingMaxTheLaughingMax

Haha, nice!
Now we only need 3 runners 😃

TheLaughingMaxTheLaughingMax likes this. 

Forum: Soulcalibur II

Thread: Diffrence to HD version

Started by: Tigger77Tigger77

I was wondering what the difference from the original to the HD version is?
As I didn't even know there was a separate page for HD (thanks for fixing my submission Slevanas)

 

Forum: Star Wars: Rogue Squadron III - Rebel Strike

Thread: Why is the default sorting for real-game time?

Started by: Tigger77Tigger77

I'm wondering why the runs are sorted for real time instead of the in-game time?

Sorting for in-game time would eliminated the difference between Wii and GCN and focus on the actual performance of the level instead of the ship choosing.

Thoughts?

valneshvalnesh likes this. 

Forum: Metal Gear Solid V: The Phantom Pain

Thread: Timing Questions

Started by: Tigger77Tigger77

I had a lot of time today 🙂
If we use those timing rules I will edit my runs to include milliseconds as well as the one that can use the in-game time so don't worry about the verification 😉

 

Forum: Metal Gear Solid V: The Phantom Pain

Thread: Timing Questions

Started by: Tigger77Tigger77

Ok I have a suggestion:
I defined the timing for each mission below (With as much usage of the In-game timer as possible)

If a mod could read through it change it if necessary and approve something like that as the official timing for New Game + IL runs (maybe make a sticky threat or post the timing to the rule section of the run:

Also I still think there is a version difference between the Platforms but we are far from having enough runs that it actually matters so ... this might be a good solution:

MGS V IL timing

General:
In game timer can be used if the Level has no Loading of any kind and no slowdown or use of the Phantom Cigar.
If there is a Cutscene (or loading) in the level the timing starts when the player gains control.
For level witch start with the mission name the timer starts on the first visual frame of the DD-logo. (usefull for keeping consistency with the ingame timer)
Possible Ending points:
Chopper door closed
Camera Angel change
Container extraction symbol vanished
Fade out

0 - [Flashback] Prologue: Awakening
¤The platform differences are really big in this one (Ishmael does certain actions simply faster on PC ...)
start: fist frame with "move Camera"
Loading: black frame after name input 0- first frame make avatar
loading: black frame after make avatar - first frame gain control (crawling)
loading: black frame after cutscene skip of Tank getting blown up - Begin of chase
End: Cutscene start (front view of horse)

1 - Phantom Limbs
Start: gain Control
loading: Box travel: first dark frame-last dark frame
end: chopper door closed

2 - [Flashback] Diamond Dogs
Start: Gain Control
end: chopper door closed

3 - A Hero's Way
In-game timer
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed

4 - C2W
In-game timer
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

5 - Over the Fence
In-game timer
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

6 - Where do the bees sleep?
Start: First chopper frame
loading: Cutscene: equipment vanished- gain control again
end: Chopper fade out black frame

7 - Red Brass
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

8 - Occupation Forces
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

9 - Backup, Back Down
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

10 - Angel with Broken Wings
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

11 - [Replay] Cloaked in Silence
In-game timer
Or:
Or (slowdown or cigar is used):
Start: first frame DD-logo
end: Camera angel change or chopper door closed

12 - [Replay] Hellbound
Start: first frame DD-logo
loading: Box travel first dark frame-last dark frame
loading: Chopper cutscene: first black frame-control back
End: Start cutscene

13 - Pitch Dark
Start: first no black chopper frame
loading: Box travel first dark frame-last dark frame
loading: Öltank first black frame-control back
loading: Pumps button vanish-control back
End: Camera angel change or chopper door closed or Container extraction symbol vanished

14 - Lingua Franca
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

15 - Footprints of Phantoms
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

16 - Traitors' Caravan
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

17 - Rescue the Intel Agents
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

18 - Blood Runs Deep
Start: Gain Control
loading: Box travel first dark frame-last dark frame
End: Camera angel change or chopper door closed or Container extraction symbol vanished

19 - On the Trail
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

20 - Voices
Start: gain Control
loading: Cutscene: Camera angel change - gain control
End: Camera angel change or chopper door closed

21 - The War Economy
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

22 - Retake the Platform
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: fade out, first black frame

23 - [Replay] The White Mamba
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: chopper extraction -symbol vanished

24 -Close Contact
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

25 - Aim True, Ye Vengeful
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

26 - Hunting Down
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

27 - Root Cause
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

28 - Code Talker
Start: gain Control
loading: checkpoint: confirm window vanished - gain control
end: chopper fade out, first black frame

29 - Metallic Archaea
start: gain Control
end: fade out, first black frame

30 - Skull Face
start: first chopper frame
end: cutscene: first black frame

31 - Sahelanthropus
start: gain control
end: last hit

32 - To Know too Much
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

33 - [Subsistence] C2W
In-game timer
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

34 - [Extreme] Backup, Back Down
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

35 - Cursed Legacy
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

36 - [Total Stealth] Footprints of Phantoms
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

37 - [Extreme] Traitors' Caravan
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

38 - Extraordinary
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

39 - [Total Stealth] Over the Fence
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

40 - [Extreme] Cloaked in Silence
In-game timer
Or:
Or (slowdown or cigar is used):
Start: first frame DD-logo
end: Camera angel change or chopper door closed

41 - Proxy War Without End
In-game timer
Or:
Or (slowdown or cigar is used):
Start: first frame DD-logo
end: Camera angel change or chopper door closed or Container extraction symbol vanished

42 - [Extreme] Metallic Archaea
start: gain Control
end: fade out, first black frame

43 - [Flashback] Shining Lights, Even in Death
start: first no black chopper frame
loading: Cutscene: start - gain control
loading: Cutscene: Lock symbol vanished - control back
End: Cutscene: Lock symbol vanished

44 - [Total Stealth] Pitch Dark
Start: first no black chopper frame
loading: Box travel first dark frame-last dark frame
loading: Öltank first black frame-control back
loading: Pumps button vanish-control back
End: Camera angel change or chopper door closed or Container extraction symbol vanished

45 - A Quiet Exit
start: first frame DD-logo
loading: Cutscene camera angel -control back
End: Cutscene: camera angel

46 - The Man Who Sold The World
¤The platform differences are really big in this one (Ishmael does certain actions simply faster on PC ...)
start: fist frame with "move Camera"
Loading: frame after "move camera" vanished - frame gain control (crawling)
End: black frame after cutscene skip of Tank getting blown up

47 - [Total Stealth] The War Economy
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

48 - [Extreme] Code Talker
Start: gain Control
loading: checkpoint: confirm window vanished - gain control
end: chopper fade out, first black frame

49 - [Subsistence] Occupation Forces
In-game timer
Or:
Or (slowdown or cigar is used):
Start: gain Control
end: Camera angel change or chopper door closed or Container extraction symbol vanished

50 - [Extreme] Sahelanthropus
start: gain control
end: last hit

Valyssa0Valyssa0 and miniomegakingminiomegaking like this. 

Forum: Metal Gear Solid V: The Phantom Pain

Thread: Timing Questions

Started by: Tigger77Tigger77

(edited: )

Ok I did the round down to make up for potential timing mistakes (It's hard to tell at witch frame the door closes and things like that but I will include the millisecond in the timing ... can I edit my submissions? Because I have timed it to .XXX so I can just plug that in.
I will also test if the time from pressing x to the control part is the same for PS3 and 4. I will do that with mission 11.
Also as long as we time the same way I don't really care how we time it so if you have a better (easier) way in mind I don't mind changing mine 🙂

Edit:
I did the timing:
Mission 11 compare:
PS3:
video:
http://www.speedrun.com/run/1zxn1xem
00:05.722 x-symbol vanishes
00:05.923 Dog frame is visible
00:14.414 Mission text completly vanished
00:15.682 first control frame
Delta 1: 00:00.201
Delta 2: 00:08.491
Delta 3: 00:01.268
All loading: 00:09.960

PS4:
video:
http://www.speedrun.com/run/emkg9e3y
00:01.134 x-symbol vanishes
00:01.268 Dog frame is visible
00:09.710 Mission text completly vanished
00:10.878 first control frame
Delta 1: 00:00.134
Delta 2: 00:08.442
Delta 3: 00:01.168
All loading: 00:09.744

Result: The difference is very small but existence. Just to be sure I would suggest to start the RTA with the first control frame (or chopper frame) as we can not be sure that it is that close to each other for every level.

EDIT2:
Also I just saw that the time for Mission 4 with the instant win strategy is different for the different platforms ... so that means even for levels with no loading or stuff in it the ingame timer can be different ... not much but still 🙁