i tried it for fucking ages years ago and never got it
but just now managed to barely hit it (took several attempts so the run was dead anyway)
sorry for not video of it, recording is not convenient on these machines
If you get a high enough bounce off of the bounce spot thing, you can fly over the bumpy part then barely manage to fly back into the hay bale field
if you dont go over the track forwards for a bit it'll put you back down a lap so it doesnt work.
but its just barely possible to get a bounce that makes it while taking the detour.
ooh neat
this track's so short and has a lot of weird things it wants to its hard af to find a good kart to use for it
acceleration helps at the start but not at all after, so you usually ditch it but here its better since its so short
handling usually is worthless but its really important here, but you can't get high handling without tanking every other stat
cool to see odie usable
EARLY FINISH SPOT??? HOLY CRAP HOWD I NEVER FIND THIS LEGEND
Notably, the start strategy used it slower than a normal start On the run before your record, you were faster to reach the parking lot area. The start boost burnout just moves you forwards slightly, then stops you in place and even rolls you backwards slightly. This hit to acceleration is bad. I've tried to find a place to use this before, but i haven't managed to do so, even on tracks where you need to turn around at the start
"glitchless" implies you wouldn't be using glitches and garfield karts are prone to having glitches that would be awful to ban and make intended glitchless runs count as glitched at random. Defining it like this forces intent, essentially and safeguards against some things. Also i do not want have to go about writing and defining what quantifies as a glitch or a skip or whatever. Death abuse, which is the thing used for practically everything, so that's a super easy spot to draw a line.
wow!
Tracks with death abuse have a new subcategory in them. This is much less ugly than what I did first, which was very ugly.
all runs involving death abuse have been moved. please say if i missed anything.
have fun being able to play more tracks without needing to go insane learning skips.
"I have plans on playing the cups runs" I'm sorry for your loss. Keep gaming, gamer.
Full game runs use RTA. Time trials also use RTA, however this is only because the inital launch of the game had a horrible in game timer, which is why you might see some time trials that say 1.0 have their RTA 5 seconds slower than IGT. The first patch made RTA and IGT match perfectly, so they are essentially interchangeable now. Using RTA just means that the runs done on the initial patch can still appear on the leaderboard alongside the newer runs with a fixed timer. Only Full Game runs need an on screen timer like livesplit, since time trials have one built in (don't cover it in the recording please)
An autosplitter for GKFR. Starts automatically on hitting start on the first race. Splits either after every race or after every cup. There is a README.txt included, so please read that. Loads are not removed, maybe one day.
https://drive.google.com/file/d/1G-vJei80bSJgR5TCDB2jV664R_E-OLwt/view?usp=sharing
README.txt
I dont know what I am doing, but this seems to work. It assumes your game's file path is "C:\Program Files (x86)\Steam\steamapps\common\Garfield Kart - Furious Racing" If it is not this, it will not work unless you manually change it in the gkfr.asl file
SETTING IT UP
+Patching The Game -Drag the folder for the patch you have into the game's directory. --This should be the Garfield Kart Furious Racing_Data folder, not the P1/2/3 folder. -This should repalce 1 file. This patches the game to give the autosplitter things to read.
+Adding To Livesplit -Edit Layout and add a scriptable autosplitter. -It should now be active
THE ONE TOGGLE -When off, the autosplitter will split on completion of EVERY track. -When on, it will split when a cup is completed.
As far as I have seen, the new GKFR update seems to have only changed how multiplayer rank scores are done (and broke them badly lol). If anyone finds a meaningful difference let us know, in case there is something subtle but significant.
I'm assuming this means the boosts. The number of boosts you can have at once is based on what hat you have. Gold hats let you carry 3 or 4. The boosts themselves are gotten with coins, which are best gotten from time trials.
Done. All 1.0 runs are now combined into the main time trial category, which is sorted by Real-Time. No world records changed, since people got much better after the patch. Let me know if you spot anything I messed up while converting.
Console players are now not hidden away in their own tiny box in the corner.
Changes: -Video is now required. Since runs need to have real time ensured, it was necessary. -Twitch is now not allowed for videos in Time Trials. Their video player tends to break very badly for shorter videos and has no frame by frame, making re-timing runs hell. If a download link to the run is provided, they will still be accepted and timing will be done off of the download. -New option for the patch variable "1.0" so you can sort by runs that had busted timers.
The initial version of the game had a very bad in game timer. Although they released a patch that fixed it, the patch never went to consoles or the microsoft store version. After this patch, Version 1.0 was added mainly to archive the old times. Due to consoles still running 1.0, changes have to be made so it can function as a category.
Version 1.0 runs will now be re-timed to RTA. This will make the timing uniform and not vary wildly, meaning the times will mean something. IGT will still be present, but RTA will be set as the primary timing method.
With the fixed timer, the IGT lines up with RTA perfectly (or too close for me to tell). If no one is opposed, all current runs will have RTA added equal to the in game time, then the Version 1.0 and Fixed Timer categories will be merged.
Let me know if my brain is a lizard. Also, re-timing everything will take a while. Edit: May take a bit more of while, as youtube's debug exact timestamp has sub frame decimals. You can pause half way through a frame, so it is not accurate or consistent. I will just frame count. :(
EDIT: Done! All 1.0 runs are sorted by Real Time now, which is nice. Current patch IGT lines up with real time too, so unless anyone decides to let me know I'm an idiot, I'll likely set up RTA on those too and merge categories.
Today, Amalox (you might recognize this name from half the leaderboard) found that drifting off-road is much easier on very low graphics compared to very high. This may affect more things. It seems like Catz in the Hood skips are easier. Super jumping may be more consistent. Play on Very Low. It is Very Good.
I would like to become a mod of Gunnel Vision (https://www.speedrun.com/gunnel) I submitted a run 2 months ago and @3rr0r, the mod of Gunnel Vision, hasn't been online in 7 months. I tried to contact them on discord but they didn't show up when I put in the discord on their profile. I messaged him on twitch 1 month ago and they have not responded. The discord on their twitch channel also does not work.
When would you end timing for REALLYDAD mode? There is no credits or % display, just the "You deserve a vacation" screen. Would that screen be the end?

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