[quote]If I was a betting man, I'd say Sleekness will get it. [/quote] How does payout work?
[quote]I wasn't interested in speedrunning much before this site was up. This is a community for speedrunners - a community that's growing bigger and bigger every day. The last thing any community should do is shut out potential new users and contributors. [/quote]
Good point. Although IMO making the site welcoming to newcomers is something different than putting 0 content blogs and unnecessarily spamming social media with it if it's not relevant. (If Pac is up for doing a blog though, by all means do it, as long as its going to have content and not end up abandoned after 2 weeks). It is a resource/leaderboards hub so it should also promote itself as such.
[quote]Homepage UI[/quote] I guess a slider for big events is a good one, but the rest is pretty useless. That's what the about and games pages are for.
[quote]Expand your social reach[/quote] I don't see the point in promoting the website under people who are not interested in speedrunning. Right now the site has a Twitter, is being linked to by r/speedrun and is featured in many people's Twitch bio. It even has a darned Facebook page. Doing more would achieve nothing but to waste time.
[quote]Share buttons[/quote] If you're tech savvy enough to be doing or watching speedruns, copy pasting a URL to your twitter should be of no problem to you. This is useless.
[quote]Blog[/quote] This has got to be the dumbest idea I have ever heard in my entire life. This is only going to be some useless posts a la SDA with next to no content people care about. It would be a waste of time and effort. People just want to see leaderboards/resources, not read some shitty blog.
[quote]Forums and Games List[/quote] Yah I agree
I really don't understand the desire to increase traffic to the website. It's a friggin leaderboards/resource hub. Nobody does or should care about this website if they're not interested in speedruns. Don't attract those people.
My run with Tomsk45 has had my partner's name reset to 0.
http://www.speedrun.com/gtavc#100%25
It seems to have broken user IDs being handled correctly
Jolzi, you can see the quarry duping in the same way as taxi fare duping. The game only cares if the counter is at 7 and then rewards % (and the asset), similar to how it only cares if the taxi counter is at 100 (but you didnt actually do 100). It's "get the 0,53% for finishing taxi driver" vs "drive 100 fares".
As opposed to doing Messing With The Man 10 times in which you let the game reward you the same instance of % ten times and then completely avoid different instances of %: You didnt actually trigger all 154 instances of "reward player with %" (I believe it is opcode 030C in the mission script)
@Point 2: This had to be tested yes and was something that I brought up as well, HAWORTH and Ultima took care of that.
[quote]Well you might need to visit the toilet badly.[/quote] Then that is extremely poor planning on your end. You should probably pee before starting a 4 hour speedrun. If you're ill and have diarrhea, don't speedrun.
[quote]But if something happens in the house (like someone forgot their keys/need a hand fast) and you have a run going shouldnt that be a good reason to pause the timer?[/quote]That's not really your problem is it? You're busy, they'll have to wait.
[quote]b) If it was allowed, I would definitely abuse this at same later level in the game to get some last minute practice in on hard tricks like the walljump at the end of SMB1. Yes, it would be worth it. [/quote] Exactly. I could also keep on playing to see what predetermined pattern I will get later, then load game, continue timer and adjust my playing to that. (Could do this for Banjo Kazooie Furnace Fun Grunty Questions)
[quote]There are very real advantages to be gained by pausing, such as practicing a hard trick on another setup or waiting for a more favorable RNG pattern. [/quote]Not to mention that just clearing your mind and just relaxing for a short bit can get you back in the game fresh and relaxed and just simply get rid of some stress caused by earlier parts of the run that could seriously impact the rest of your performance.
I took a little bit of peeking in the mission script, and compared the Quarry marker code to the code for the Madd Dogg marker. I noticed one significant and important difference: The Quarry marker does NOT set OnMission to 1, whereas the Madd Dogg marker does. In Quarry the OM flag does not get set to 1 until the mission has actually started, whereas for Madd Dogg (And all the other any% missions I have checked in both VC and SA) the OM flag gets set upon marker entry. Reason for this: Unknown.
Any marker that does NOT set the OM flag to 1 itself should work for this kind of duping. I haven't bothered to check all of the mission-start-threads in the scm file yet to see which set OM1 and which dont, but a quick skim should reveal which markers should and shouldn't work in theory.
thread 'QUARRYS'
:QUARRYS_11 wait 0 if $ONMISSION == 0 else_jump @QUARRYS_145 if Player.Defined($PLAYER_CHAR) else_jump @QUARRYS_145 if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot else_jump @QUARRYS_145 if Player.Controllable($PLAYER_CHAR) else_jump @QUARRYS_145 Player.CanMove($PLAYER_CHAR) = False 0A2D: hide_styled_text_while_fading 0 // works with 00BA 00BA: show_text_styled GXT 'QUARRY' time 3000 style 5 // Quarry gosub @LITCAS_267 start_mission 118 // Quarry
:QUARRYS_145 jump @QUARRYS_11 [/code]
thread 'DOC'
:DOC_11 wait $DEFAULT_WAIT_TIME if $599 == 1 else_jump @DOC_36 end_thread
:DOC_36 if Player.Defined($PLAYER_CHAR) else_jump @DOC_180 if $ONMISSION == 0 else_jump @DOC_180 if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO radius 1.2 1.2 2.0 on_foot else_jump @DOC_180 if Player.Controllable($PLAYER_CHAR) else_jump @DOC_180 if $599 == 0 else_jump @DOC_180 $ONMISSION = 1 00BA: show_text_styled GXT 'DOC_2' time 1000 style 2 // Madd Dogg gosub @LITCAS_267 start_mission 95 // Madd Dogg
:DOC_180 jump @DOC_11 [/code]
It should be as the infernus gets removed from memory upon mission completion.
I duped one of the first 5 quarry missions, which I do well before even meeting the LV girlfriend and in the route I was using then also before meeting the SF girlfriend.
[quote] the community[/quote] Which community? Literally everyone I talked to didn't know of anything.
Patrick: A lot of the run is shooting and driving in turns where you need to look where you're going, so the wiggling shouldn't be worse than rapid downward movements.
If bullet, then dinghy If NRG, then swim
This seems to take into consideration both top speed and acceleration, but what about brake stopping distance?