[quote]I know that an admin or site mod has mentioned scoreboards being considered for the future, but I don't know exactly which thread it was. [/quote] I'm working on this at the moment, so it will be better soonish. Until it's done that workaround is probably the best option.
If you go to the series page ( https://www.speedrun.com/postal ), you will find a Request Game link there which will automatically request the game as part of the series.
I've been wanting to add this, but haven't so far because of some issues (probably solvable but I haven't had the time). If the length of a game is simply taken as the shortest run for it, it would just become a huge list of tiny ILs. If it only uses fullgame runs, that makes it unusable for all IL-focused games which is less than ideal, and it would still be just a list of games which happen to have short fullgame categories. Using the first/default category would mostly solve that, but it's not like the default category is the only one worth running for all games. Not just that, it would also have to use the default subcategory, and the defaults for any settings (variables, emulator shown by default etc).
What you end up with is a sort which does not really work for a lot of games. Complicating things further, the leaderboard may exclude load times or use IGT which isn't a problem for sorting, but say you're looking for a 1h long game to run finding games which are 1h IGT but 1:30 in real time isn't all that useful. Similarly but to a lesser extent, games for which the WR is very optimized would also show up higher than you'd want them to.
Given the number of moving parts in all this, determining the fastest time like this would be pretty computationally expensive - not something that can be casually done for thousands of games in real time. Of course it's possible to calculate it separately and cache it, but at that point it seems like a lot of implementation work for something that fails to be useful in a lot of cases. It would also add more overhead in development as any time leaderboard options are added/changed, the sorting would most likely break without being adapted.
But maybe I'm thinking way too complicated, and there are actually simple alternatives to alleviate these problems you can come up with. I'd be happy to look into it again if that's the case.
Also whether the sort is added or not, I would say "What is the shortest/longest speedrun?" is better suited to be answered by a general stats page.
There's no button for it, but you can use this: https://www.speedrun.com/randomgame
Looks like emulator runs are hidden by default for that game; the last few runs I checked that you verified for the game were all emulator runs.
I'd imagine the vast majority of TAS runs added would be links to TASVideos anyway.
The drop-down list in the navbar should be the only place with the 15 games limit - it's purely so the list doesn't become too unwieldy. This isn't a problem for say, the forums, so there is no limit there.
Notifications are also not limited since that really wouldn't make any sense to do. I imagine the reason you didn't get notifications in your testing is instead the result of the fact that you don't get notifications for stuff you do yourself (as presumably you know what you're doing and don't need to be notified about it).
It looks like Kyuzo edited those old runs (albeit without changing anything?), which sent them back to awaiting verification.
Emails for notifications should be being sent again as of now.
Emails for notifications should be being sent again as of now.
[quote=evilclownattack]The "show rules by default" option doesn't appear to be working, you still have to click show rules before seeing any text[/quote] Fixed.
Custom ranking icons are fixed as well. Notifications are partially fixed, see the other thread
Notifications have been re-enabled. Sending out emails for notifications is still broken (this was the original cause of notifications being resent) as I still have not been able to reproduce the issue, but at least the notification spam is over.
Fixed. It might take a little bit of time for them to show up everywhere, as the cache will still contain the broken version.
Something is going wrong in generating notifications causing it to not register they were already sent, so they get sent over and over. I'm having trouble reproducing the issue locally, so I've shut down notification generation completely until it can be figured out to stop the spam. In the meantime, sorry for the inconvenience.