Okay, for Stroll I've retimed the two WR runs as best as I currently can without doing an audio check like I'm suggesting, and unless I'm off in any way, it currently seems that Azanguru still holds the WR over newcomer shoko by ~50ms, which is pretty insane if you ask me.
I'm relying on a less accurate method of at least tracking for camera movement when you hit the exit, but I'm not sure ATM if control is lost a frame before the camera starts to get detached from the player, or a frame afterwards. It is also a method dependent on the angle in which you approach the exit, and on Azanguru's run it's actually not as easy to spot the exact frame the camera is unlocked from the player, as it is in shoko's run.
Sound is still the best reference sadly, and I promise to come back later and check that over again as that will give a better indication of just exactly what each time is down to the millisecond. Also it's not exactly useful for this particular game, but I used this utility to try and get the best indications of each time: https://mattbraddock.com/yt-frame-timer/
In light of a recent run that is a perfect tie with the last WR when you ignore milliseconds, I've realized the need to finally activate milliseconds for this leaderboard. I apologize in saying that for the time being (heh, time), I'm gonna try and figure out a way of properly retiming every run so that the exact point in which the runs start is accounted for.
I hope I specified this rule somewhere, but pretty much time starts and ends with sound cues. Selecting your snake and the grunt noise it makes starts time, and the sound of hitting the final exit for each respective category is the time end. Naturally, this is a little hard to time for normally and as a recent runner learned, the ASL is close to perfect but off by just a hair. So I suggest doing the stupid thing and checking out your run audio with something like audacity to figure out the exact points.
Sorry for the extra hassle now, but this is a game with a short run that is gonna get competitive now and then, timewise.
I was wanting to ask if SpongeBob SquarePants: 3D Obstacle Odyssey (https://www.speedrun.com/sb3doo/full_game) could be labelled as both a Modification and Fangame, and also if it can technically be considered apart of the "series" from which the base game originates, Best Friends (https://www.speedrun.com/bestfriends)? I know it's already lumped in with the Spongebob series games proper, so I'm not sure if a game can be apart of multiple series or not.
Can WebP support be added to the site? Static WebP at least.
Ah, I understand. Thanks!
Hi, requesting that this game be labelled a fangame,
Well there's been a new trick discovery by me, myself and I. Awhile back I had this weird instance happen on level 1 where the level autocompleted the moment I killed the target, and I wasn't sure why. Turns out, you simply have to fly over the voice line triggers near the start of the level to execute the autocomplete glitch.
Not sure how high up the voice line triggers are along the Y axis, so I try to just get high as I can near the start of the level and hover over to an invisible box overlooking the bridge (meant to keep the player from going OOB normally, though obviously we can get past that). Possibly there's a set height you can eyeball to fall away from the triggers while still being over the bridge.
The small timewaste to fly past the triggers is more than made up for by the immediate autocomplete of course, meaning we're no longer at the mercy of enemy positions, or the position of the target for that matter as we can go right up to him, and shoot him as soon as our weapon is active. RNG is no longer a thing in this run.
Well, aside from maybe the position of your contact under the bridge. If that guy is close to either ends of the tunnel under the bridge, you can save a little time by flying up over the bridge without cancelling out the conversation to gain the sniper rifle. I think I show this off in my current PB.
Personally I'd vouch mainly for bringing back the unscaled tiling of backgrounds (tile backgrounds option basically), as the removal of that feature has kind of hurt the theme design I had going originally on a couple leaderboards, and making a new large image replicating the effect will have space and scaling issues.
Also, MLSTRM is right, it is weird to make it mandatory to only use one viewing mode over the other to get themes. I think it would be wise to have theme viewability as separate from day/night mode.
Sorry to double post but one issue that has immediately arisen for me personally was that I had actually previously used a small tiled image to create a patterned effect appropriate to the game I made it for, but now that the theme system defaults to stretching an image out only, my illusion is completely ruined.
I can counter that by noting I had checked one of my leaderboards that had not been touched since the revision happened, before I had applied a new theme color for it, and it had loaded it's background. However, you are correct that setting a theme color seems to correct the issue in most cases.
Apart from one of my leaderboards I've tested so far, I've been having trouble reimplementing my wallpapers. They're not loading, and I've tried a few things like using a .png as opposed to when I originally used .jpg files.
EDIT: Want to note that other things haven't been loading either, like custom logos. I can't really tell why some of my themes have gone back to working "fine" while some aren't loading at all despite appearing on the edit theme page.
Also, has anyone else felt it's hard to read text with night mode. I am a night mode user and ofc it being tied into being able to sometimes see themes, if they aren't broken, means it's necessary for me to enable it regardless. But I actually had to enable my one addon, Dark Reader, on speedrun.com and it's able to better render the page for me, and I don't have to stare as long at a page to read stuff. Here's some comparison screenshots: https://imgur.com/a/TPquRe3
I'm a little sad about losing out on theme customization to the level we had it before, I had worked extra hard on the themes for my leaderboards that I feel it's a tragedy to lose out on that work and not even have backups. But, I would be happy if we could at least see our custom logos be restored because I never thought to back mine up.
What are scripts for this game? It's Goldsrc so I'm assuming it's related to that stuff. Guess a level category hasn't been made yet. That'd be interesting.
Forgot to thank whichever site mod helped to add me as supermod to Sniper: Path of Vengeance. Whoever it was, thank you very much!
thank you very much.
It's a bit too busy of a background and makes watching runs a bit disorienting as it moves along. Which, okay, I know a couple games of mine are guilty of this, but those are meme games. This is a more serious speedgame with tons going on that I like to watch.
Hi, just leaving a request here that's a bit different from other requests maybe. I would like to obtain supermod status on Sniper: Path of Vengeance (https://www.speedrun.com/Sniper_Path_of_Vengeance) on the basis of my fellow moderator, the leaderboard creator ssGamma having gone completely off the grid. Their youtube channel is down having taken their PB with them, their twitch channel has been inactive for ages and their last submitted run is approaching a year now, and there's some decisions I need to make with the leaderboard that required their abilities to accomplish. Hope that's no big trouble.
EDIT: Want to specify, I tried to get in touch with them a month ago via Twitch, and have not heard back. They're on my follow list and I've not once seen activity. I also swear they must've pulled all their contact listings from their userpage on this site, because I vaguely remember this being how I got in touch with them in the first place. I'm not wanting to fully remove them from moderator status in the hopes that maybe they'll return someday, I just need to take up supermod in their absence.
I feel the need to create this thread just to inform anyone interested in picking this game up on the tricks at your disposal. They are as follows:
Crouch Flying: Spamming the crouch key for some reason displaces the players hitbox upwards, and you can get major air the faster you do this. This does not count as falling either when you're done, so unless you jumped prior to crouch spamming or you touched a ledge briefly (or walked off a ledge), you can survive major falls, though, the next trick kinda makes this health management redundant anyways so...
Jump buffering: So long as you have enough stamina, if you take a big plunge to the ground, you can simply hold the jump key to cancel out any fall damage. This is a silly trick and is very useful in the Any% category. There's also quicksave/quickload damage cancel, but it was finicky and this jump buffer trick is way simpler. However...
Quick Save/Load OOB: Similar to the crouch flying, quick saving and loading displaces the player upwards, but unlike crouch flying, it can also displace you through world geometry and objects, leading to the broken Any% category. This trick is very temperamental, and needs to be practiced to get the hang of. For upward ascents, spamming the two keys in certain succession one after the other is ideal to clipping through ceilings. A slower tapping of the two keys in combination with holding down a directional key in the direction you wish to clip will help you to clip sideways, but take care to realize that objects will always push you upwards clipping into them, which includes doors. This can make certain sections really annoying, like the map prior to getting the cat statue where it's not worth going OOB because of the invisible barriers and whatnot, which leads into...
Save spamming: Enemy attacks are such that they will always occur after an enemy has "spotted" you and their hitscan attacks always reset with saves, meaning you can quite literally survive some sections of the game by spamming quick save and quick load until you reach a safe spot. Spamming save more than load of course for when you eventually get hit, so you can quickly continue on.
NOTES:
the quicksave/quickload system of this game is quite broken, as I've discussed above, but it can also break the game immediately if character dialog is occurring. You know when character dialog occurs because your Y-axis mouse movement is slowed down to interact w/ context menus... Even if those don't actually occur for every conversation instance. Besides incidental character audio, and a few preset monologue clips from the player character, you need to be safe to not crash your game from quicksaving and quickloading during conversations, which includes having a weapon holstered near interactive enemies.
It also can't be said enough, but the quicksave/quickload clips while very amazing can be a bit annoying to pull off in certain spots. Even with my current strats I sometimes struggle with it on account of having a bad keytapping rhythm to get quick clips. This also depends on how fast your system is, and I am guessing the slower your reload times are the easier it may be to get a feel for the timing... But at a loss of speed, of course.
Well, when you put it like that, maybe we need to discuss this a bit further. After all, I think you and DREX know the game better than I do, and I've admittedly never dealt with such a category convention before despite being familiar with it's prevalence in the SMW scene. I was just going off what they were saying, as both Draco and DREX had given the thumbs up on 50 exit. But I dunno, not gonna rubber stamp it if not everyone is on board.
EDIT: I've given the category "?? Exit" for now until you guys are fully on board with a proper category name. I think everything else is fine though.