Commenti
discussione: Dirt Rally
AustraliaFireFox6 years ago

Yeah, I have no problem with any of that. What I'm really hoping for is a proper career mode that we can actually run.

discussione: DiRT 3
AustraliaFireFox6 years ago

Saves from resources are compatible with the complete edition. Save manipulation is just a pain with this game. Easiest just to backup your original save and make sure to follow the guide here- https://www.speedrun.com/DiRT_3/guide/yy14n

discussione: DiRT 3
AustraliaFireFox7 years ago

Added drift showcase, not for points but to complete it as fast as possible. Only available on 4 tracks but the unique physics of the drift cars actually make it quite fun to figure out how to do it with speed. See the rules of the drift showcase category for full details.

Isiparate piace questo
discussione: DiRT 3
AustraliaFireFox7 years ago

Contemplating removing the glitchless category at the moment. The original reason we had a glitchless category was so that consoles could still be competitive, but we have had literally 0 runs submitted on anything but PC. Not only that, but the current known glitches only save about 5 minutes over the course of the standard Any% run, most of which is in season 1. Hardly much of a time save relative to how long Any% currently is. Any times currently in the glitchless category would be moved into the main category, which only really affects one person (which let's admit, those runs aren't exactly optimised).

If anyone has any arguments as to why we should keep Glitchless then speak up soon, because right it seems fairly pointless to keep it around.

Samoyed, ViperUK, e HighPriest ti piace questo
discussione: DiRT: Showdown
AustraliaFireFox7 years ago

Hi all, seems to be a good idea to keep track of routes and tricks/glitches people may or may not be aware of, so feel free to post all your findings here.

For starters, it seems you only need to come 3rd in each race except for the championship. This means you can save an easy 15 seconds every elimination race by purposely driving backwards once 4th gets eliminated to eliminate yourself at 3rd place.

DdariQ e shred ti piace questo
discussione: The Site
AustraliaFireFox7 years ago

Nah, in-game time is set as the default time. PojeBunny's time that you can see is his IGT. Setting it to real time and then back to IGT didn't help either, though it did change which of Bunny's times showed up.

discussione: The Site
AustraliaFireFox7 years ago

In the level leaderboard overview, the person with the lower RTA are displayed to represent that category, even though they are not first when the leaderboard is meant to be sorted by IGT.

Example- https://www.speedrun.com/Dirt_Rally In the category 2010s Sweden, you can see that the leaderboard is showing PojeBunny, but if you actually click on that leaderboard you can clearly see that larathen is in first place and should be being displayed instead of PojeBunny.

Any setting I'm missing to fix this?

discussione: Dirt Rally
AustraliaFireFox7 years ago

So just to confirm with changes I'll be making to the rules-

  1. Timing starts once you select your car (from within the car selection screen) - This isn't really a change, just trying to be more explicit to avoid confusion.
  2. Runs will be ranked via IGT but RTA will be used to break ties.
  3. Any IGT time accumulated up to any kind of restart must also be included within IGT. This includes any penalty time gained prior to the restart.

All good?

Ludovico-Ltd piace questo
discussione: Dirt Rally
AustraliaFireFox7 years ago

Well penalty times would be included in the IGT, thus when you restart you'd still have to add the extra 10 seconds. Going through the cutscenes again wouldn't really matter because going through them was never going to increase IGT anyway, only RTA, which can still be used for tiebreaking.

discussione: Dirt Rally
AustraliaFireFox7 years ago

I think I've come up with a decent compromise. You're allowed to restart, however any IGT you had accumulated up to that point gets added into the total time at the end. That way everything is still technically timed with the in-game timer but it prevents people from abusing it in any way.

This is similar to the Sonic the Hedgehog 2 rules, which state "Any deaths also count towards your in-game time. Add the amount of time lost (time at death minus time when when you reappear)."

discussione: Dirt Rally
AustraliaFireFox7 years ago

Pretty much what Ananas said. Based off other Rally/Dirt boards there really isn't much of a community for each game, so this category fixup is really just for you guys. Given my time in the Dirt 3 leaderboards (which is arguably much more casual and much more open to newer runners), I'd predict that at most there will only be maybe 1-3 runners apart from yourselves who will submit at least one run in the next 2 years. Really only myself and Bunny have ever been actually active runners for that game.

The whole point of changing this is just to make it easier to compare times/skill due to the variable loading issues, so really any changes should be focused on solving that while trying to preserve as much of the board as we currently have.

Ludovico-Ltd piace questo
discussione: Dirt Rally
AustraliaFireFox7 years ago

I mean, maybe? But I don't think something like that should be necessary and just over-complicates the nature of submitting a speedrun. Same with time penalties, it's just really weird. Plus this is speedrunning, if you're gonna have penalties for restarting, then you may as well not even restart at all. Makes much more sense to just ban it if there's no point in even allowing restarts.

discussione: Dirt Rally
AustraliaFireFox7 years ago

Adding manual penalties would be a nightmare to moderate. I'd suggest ranking by IGT, but still having RTA as a secondary ranking to settle ties, or to clearly show who restarted. That way there's incentive to actually go slightly fast during the menus and not restart. Otherwise it's just gonna become way too complicated. If there is to be a penalty for restarts I'd rather just disqualify the entire run if someone does.

discussione: Dirt Rally
AustraliaFireFox7 years ago

Both categories? What's the other category? I can easily just re-sort everyone's time by IGT, there's no reason for there to be more than 1 category atm. This is more so just to finally solidify the damn rules.

discussione: Dirt Rally
AustraliaFireFox7 years ago

Looking at that thread now, he never explicitly stated whether it was against the rules or not. Nor did he ever fix up the rules if he did mean it. RTA loadless does make the most sense from an RTA perspective, however upon thinking about it more, the majority of the runs are currently in the category of in-game time and in the sense of preserving what's already on the board it would make more sense just to keep those runs, plus easier to calculate times. The main category of speedgames isn't always the fastest one after all. Ultimately it's down to how you guys want to run the game really.

discussione: Dirt Rally
AustraliaFireFox7 years ago

The main reason for RTA at this point is that there's nothing stopping people from jumping the start, resulting in penalty times that messes with IGT. We already have runs on the board that do this, hence why it's RTA at the moment. Hell, if anyone ever manages to find a wrong warp due to respawning it would have the same problem. Basically because of the way the game handles IGT in the first place it's not a great solution to accurately measure how fast someone's run is unless you're just doing proper ILs.

We can change the rules but it'll result in the speedgame becoming far more limiting and runs will need to be culled.

To be clear, changing the rules is probably the best solution but I'll need to discuss it with some of the other people who's runs were using RTA. You guys pretty much are the community at this point, and the rules should reflect what the community wants to run.

Another solution could also simply be to have separate categories for RTA and IGT, to separate those who jumpstart and those who don't.

discussione: Dirt Rally
AustraliaFireFox7 years ago

Oh didn't realise there were already runs that started from the resume menu. I had checked a few other runs before I started moderating here that all started at the car selection screen and assumed that rest were the same.

Most speedruns don't allow from starting from a blank file, it's always from a new file. Can affect things like initial load times and animation speeds etc, depending on when timing actually starts. For this game in particular it also allows much easier validation that the category is correct, as I can see that all 12 stages have actually been selected and the car is in the correct category, as well as that the run has actually started from the beginning, all of which make validation more efficient.

Runs starting from the car selection menu would begin inside the specific car class when you click on the car you're about to drive.

Ultimately if there are already runs on the board that start from a blank file rather than a new file then any new runs that follow the same pattern should also be allowed, even if the rules that are already written somewhat contradict this, so you can go ahead and resubmit the run and I'll get it validated for you. Really though all runs should have the same starting point in any speedgame, this game just has quite a bit of weirdness to it's rules tbh that no one really wants to fix. Hell, it still hasn't been decided whether we should go by RTA or in-game time, it just never got decided. Same with the starting point for runs apparently. ¯_(ツ)_/¯

discussione: DiRT 3
AustraliaFireFox7 years ago

I'll give a cookie to anyone who can figure out how to replicate this.

discussione: Crash Team Racing
AustraliaFireFox8 years ago

Yeah, I mentioned that my Vita actually runs the game faster a while ago, but it's good to find that it's all PSN stuff as well.

discussione: Crash Team Racing
AustraliaFireFox8 years ago

Would you be able to get the sum of the load times for each console, and use that as a standard to subtract time from the RTA for each run depending on which console is submitted? Or are loading times not particularly consistent for something like that to work?

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