I'm discussing this with Alek now, but what I want to propose is the following, at least as a start and we can see how it goes moving forward. This also solves issues with psxJin.
Create a new "console" grouping exclusively for the Duckstation emulator (much as I did in RE1) and time Duckstation runs by RTA. Keep the current emulator board as is. I propose this because the RTA and IGT run of Survivor are quite different (e.g., I think we figured out last year that the mountain path was better for IGT even though it's worse for RTA, at least on Easy mode, and the menu pauses IGT completely and instantly and is really clunky and slow). This will allow us to accurately preserve the competition as it was historically and allow people to still compete that way if they so choose while also moving away from a not so great emulator that barely functions on people's computers these days. Duckstation is a FANTASTIC piece of software and PS1 emulation has never been better.
I realize this doesn't solve the IGT/RTA debate for console, and we can certainly have discussion on this seeing as there's not many console runs and there's not as much of a history to preserve. There's 19 total console runs on the boards and I think 13 different people. We can contact them all and have a discussion about what to do with that in regards to timing method.
We can track both IGT and RTA on SRC, but unfortunately due to a really really shit setup of the website, we can't set individual platforms to IGT or RTA, it's a global setting for the whole board so if we set RTA as the timing method for the board, we'd have to tell "Legacy Emu" runners "DO NOT SUBMIT RTA". Not the worst solution for a relatively inactive board, but rather clunky and dumb still.
Anyway, just wanted to update y'all with what I've brought up with Alek and my initial thoughts on the matter. I know it's a long read, but I've thought about it carefully and wanted to write it all out and give you all the chance to chime in on it.
PS, technical bullshit - Last year I labbed the IGT in this game a bit, trying to make an autosplitter (or at least IGT script), and found out why there's the weird discrepancy between RTA and IGT: the timer runs at at least double speed during door/ladder/stair/elevator animations. RE1 PC had this problem in the menu before being patched because the game ran at 30fps, but menus were 60fps, and the timer being a frame counter was not adjusted to account for this. This is the same issue that Survivor has, and I reckon that psxJin/Fin, being the shit emulator that it is, only exacerbated the problem for people. Duckstation should fix that, though if we're going to RTA for it, it's irrelevant anyway.
Cool! I was referring to like any settings and stuff that might change names or whatever. Sounded for a second there like that might've happened lol
If the emulator settings and stuff change, then y'all should definitely discuss updating the rules for it. I was just trying to match it to PS1 performance as best as possible with what settings were there.
It's been ages since I set the rules and fucked around with Duckstation so I don't know what changes have been made now, but iirc the percentage that displays in the bottom right should be the game rate. At least that's what it was when I set the rules. I basically tried to get maximum game data showing to make it easier for moderating.
That is untrue. The front page of SRC only tends to show the more recently submitted runs, and not the ones that were submitted a week ago, a whole slew of which were verified even just yesterday
Yea, the verification queue is very large and these runs are between 1.5-2+hrs long. It takes a while. At this moment, there's 175 runs in the queue, to give you an idea of why it takes so long. That's a minimal estimate of 300hrs of footage to watch. This combined with the fact that all the mods are (unpaid) volunteers who have their own lives/jobs to worry about as well are why it can take a while to get to runs.
Thank you for understanding @SunnySunsunsun :) Some people aren't as nice about it
Console is not required to have splits or a timer on screen (but it's always nice to see). On PC, you have to at least have the timer with the Load Remover displayed, whether you choose to have splits is up to you.
I know you didn't ask this, but since it's a common rejection point for runs, make sure you have the loading icon (top left corner) and ammo count (lower right corner) unobstructed, and on PC, your FPS also needs to be displayed (can enable this though Steam).
I have a hard time taking seriously people who create an account just to shitpost lol
I do see Handgun Only as an NG category, but I don't personally have any opposition to an NG+ variant. In an NG version, any of the handguns found in-game (no DLC or unlockables) should be fine to use, not just the base. If we have an NG+ variant, I'd suggest maybe doing it the way RE5 does their "One Weapon Only" categories: you pick the handgun you want to use, then you're stuck with that the whole run.
Join the discord and check out the pinned messages in the #tools-development channel. This is where the SRT (the tool that adds those life bars and other info) is posted. You can also get help setting it up in there as well! Just FYI, this is a PC-only tool.
If it's actually impossible with just handgun, and not just hard, then yea, I'm also okay allowing the laser in those instances.
A handgun only category will not allow the magnum. Handguns in the games will use "Handgun Ammo" https://residentevil.fandom.com/wiki/Handgun_Ammo_(Village) Handgun only is supposed to be a challenge run and there is a traditional interpretation of what that means in Resident Evil games much as "knife only" is meant to be Resident Evil's version of "low%", hence the requirement of the base knife. The guns were even just called "handgun" for a long time in RE games.
Edit: I know the magnums in the game are what we would class IRL as "handguns", but as I said above, it goes against the spirit of the category.
Rocket pistol is also faster for the padlocks you have to shoot off of various doors and ladders because you don't have to aim as accurately as with other weapons because the rocket pistol splash damage is quite wide.
Nope, that's what I see, I just misunderstood and thought that it was only going to apply to PC and I think I somehow missed the turbo column for PC (I think I was just looking for the separate board and didn't look close enough)! Thanks for clarifying!
So, right now the turbo/non-turbo variable shows up for SNES No CW and not PC. I'm guessing that's an accident then?
Unfortunately, due to the poor way that SRC was designed, the instant we put up any categories, it opens submissions. There's no way to put categories up, but have the board not accept submissions.
The rules basically follow the knives out challenge, which permits you to use guns/explosives as long as you're not doing damage to enemies or breaking crates I believe. You're also allowed to use weapons during the ending of the Miranda fight and obviously during The Heisenberg robot fight. There's no restriction on which gun you're allowed to use for those permitted times
The one I had uploaded was from 2 years ago and was an early early version of Barry's mod lol. Btw, in that early version, you should try rescuing Chris and see what happens lol.
Okay, I see what happened. I fucked up and uploaded an old version of v1.6 that I still had on my PC. Kinda surprised that was still called v1.6, to be honest. Thank you for bringing it to my attention! I've updated the file to the correct one. Please download that one and use that, otherwise it cannot be put on the same leaderboard. The splits were made with this version, so they will work this time.