Forum posts

Forum: Ocarina of Time Category Extensions

Thread: Category Suggestions

Started by: Fig02Fig02

Alright then, how about just 'Blindfolded Glitchless (Glitchless)' without any further specifications about the blindfolded rules, except it should be done in one 'session'?

 

Forum: Ocarina of Time Category Extensions

Thread: Category Suggestions

Started by: Fig02Fig02

Blindfolded glitchless (glitchless):

The rules (in addition to regular glitchless (glitchless)) are to have the blindfold visible on cam at all times (so no pee breaks), outside assistance is banned, and it obviously has to be done in a single session.
I'd love to be able to submit this run to src.

 

Forum: Portal

Thread: Blindfolded Portal (glitchless) run finished - submission/request

Started by: katun24katun24

So do you think there's room for the Blindfolded Glitchless category on the extensions page? Do I have to request the category somewhere, or would a mod have to do that before I can submit the run?

 

Forum: Portal Category Extensions

Thread: Category Request

Started by: BiiWiXBiiWiX

Blindfolded glitchless - see https://www.speedrun.com/Portal/thread/5k059 for rules.
I figured the category has to be made first before I'm able to submit my run?

spidernhspidernh likes this. 

Forum: Portal

Thread: Blindfolded Portal (glitchless) run finished - submission/request

Started by: katun24katun24

Not at all, I just thought it was convenient to use a non-Steam version for this, but perhaps some of the bugs I encountered are fixed in later versions. Hopefully this version I used isn't somehow faster than the version normally used for speedruns.

 

Forum: Portal

Thread: Blindfolded Portal (glitchless) run finished - submission/request

Started by: katun24katun24

Thanks, and @funkydrops I hope this doesn't demotivate you too much to try it too. How far are you with stratting/practice, out of curiosity?

 

Forum: Portal

Thread: Blindfolded Portal (glitchless) run finished - submission/request

Started by: katun24katun24

Well stratting was 80% of the work, memorization is just a matter of practicing short segments (I first did chambers separate with ch.19 in 4 segments, then longer ones). All in all it's way easier to memorize than 2d platformers for blindfolded, but there are less possibilities to normalize movement/camera, so improvisation plays an important role too.

I'd be very interested in watching experienced speedrunners like you guys try to get as far as possible without preparing anything, to see how far pure knowledge of the game/environment can bring you.

 

Forum: Portal

Thread: Blindfolded Portal (glitchless) run finished - submission/request

Started by: katun24katun24

I finished a blindfolded glitchless run today and would love to see this run and category featured on src on the misc. categories page.

The time is 4:34:35 (starting when the crosshair appears, ending with the final boom sound of the 4th core; the crosshair doesn't disappear in my version). As for the rules, they are the same as a normal glitchless run (e.g. I did portal peeking, but not portal bumping), except I used keybinds for saves/loads, a different version (Source Engine 11 (build 3258), non-Steam) and no in-game timing. In addition, the general rules for blindfolded runs as acknowledged by the Blindfolded Brotherhood apply; see https://docs.google.com/spreadsheets/d/1_82WhV4LtbFYXxIKecO7v_gdqIVqGLz4CaXNY-X169k
Most importantly, the run was done in a single segment having the blindfold visible at all times. No outside help is allowed.

Strats document: https://docs.google.com/document/d/1y_v9Etqg2MUpzVWLaX_JodofImQtuOx8fnnNZGtyWjg

I used an Xbox One controller rather than mouse (for obvious reasons) + keyboard keys for saves/loads.

Thanks to Wada for his glitchless tutorial and people on the forum for some useful tips.

ke3vke3v, DaccioxDacciox and 2 others like this. 

Forum: The Site

Thread: Trying to find all listed blindfolded runs

Started by: katun24katun24

(see title) - I've found a few games that have blindfolded categories on speedrun.com, and I was wondering how I could best search for them on the site? It would be nice if doing a general keyword search would include category names, irrespective of the game, but this doesn't seem to be a feature at the moment.
Any ideas?

 

Forum: Farafalla

Thread: Blindfolded speedrun

Started by: JumpyluffJumpyluff

Sorry for digging up an old topic, but why exactly was the blindfolded category removed? Has only Jumpyluff ever finished a blindfolded run?

 

Forum: Super Mario Bros.

Thread: Blindfolded

Started by: DarpeyDarpey

I did 1-1 through 8-1 blindfolded (any%), but got frustrated with unpredictable frame-dependent events like the spawn heights (or even direction) of koopa troopas. Still not sure if it's rng or only dependent on Mario's movement/camera; it's definitely more than just the framerule though.
I can tell you that SMB is a relatively difficult game to do blindfolded, especially if you wanna do it deathless like Dodai (op video) did, and especially for a 2D platformer.

colincolin, KingOf_JonnyBoyKingOf_JonnyBoy and DarpeyDarpey like this. 

Forum: Portal

Thread: Run-killing bug in chamber 19 (fans/cube pipeline area)

Started by: katun24katun24

That does solve it! Thanks a lot. I'll just have to make -duck a keybind then.

ConnorAceConnorAce likes this. 

Forum: Portal

Thread: Run-killing bug in chamber 19 (fans/cube pipeline area)

Started by: katun24katun24

Pressing crouch manually unfortunately has no effect whatsoever after this bug (not even after loading a quicksave).
Getting into the corner is just a matter of standing on the edge of the gap in the tube, then moving into the direction of the corner. It's not hard to avoid it, but it's a scary thought that rip run is literally one button press away from the route.

 

Forum: Portal

Thread: Run-killing bug in chamber 19 (fans/cube pipeline area)

Started by: katun24katun24

I got into this situation in chamber 19 where you get stuck in a corner right before entering the pipeline for cubes (0:26 in the video). You can't move/jump out of it. After loading a quicksave or regular save from anywhere in the game, I'm still in crouching position (you auto-crouch in that corner). You can undo the crouch by popping up the menu, but jumping gets you into crouch position again. I haven't actually touched the crouch button during any of this.

Since this is a serious potential run-killer for the blindfolded run (probably 2 hours into the run), I'd like to know if there's any way to get out of this bugged state without having to restart the whole program (= rip run). The real danger is that the entry point of the tube is so close to that buggy corner.

 

Forum: Portal

Thread: Tips on how to keep the door blocked open in ch18 (glitchless)?

Started by: katun24katun24

Cool, that's actually what I was doing wrong - the camera part was between the shutters, so probably due to its round shape it squeezed out rather quickly. Thanks!
After a bit of testing it seems the exact setup doesn't matter too much for the rest, though it's always prone to random failure to some degree.

 

Forum: Portal

Thread: Tips on how to keep the door blocked open in ch18 (glitchless)?

Started by: katun24katun24

95% of the time, when I get the camera stuck between the door parts, it stays like that for about 5 sec (not nearly enough for my run), after which the door completely shuts and the camera is pushed out (usually behind the door).
I'm following the method in this tutorial as closely as possible:

Is there a position that is bound to work at least most of the time, where the camera gets stuck for at least 20 sec? Any other tips perhaps?

 

Forum: Portal

Thread: 2 questions about saving

Started by: katun24katun24

Excellent, I'll stick to the 2 buttons for different sensitivities then (0.2 and 10).

PackSciencesPackSciences likes this. 

Forum: Portal

Thread: 2 questions about saving

Started by: katun24katun24

Yup, you can set those in the menu as well, but the downside of those is that you can't set the sensitivity for them (the camera would usually move way too fast). Now I noticed 'sensitivity binds' are allowed as well. How exactly is this implemented? It would be nice if I could press a button during the run to put the sensitivity at 20 for example, and another button to put it at 2.

Edit: in fact I just found you can do that in the config file too (bind <key> "sensitivity 2"), but is this allowed and/or is this what is meant with 'sensitivity binds'?

 

Forum: Portal

Thread: 2 questions about saving

Started by: katun24katun24

The #1 reason I want to map mouse movement to a controller is to be able to move the camera just horizontally or vertically. With the mouse this would be way too imprecise. Bear in mind that the camera does not auto-reset its position in between areas/chambers, so it has to be positioned the way I want it to at all times.

 

Forum: Portal

Thread: 2 questions about saving

Started by: katun24katun24

Thanks, good to know I'm not breaking any rules then.

Edit: I'll be using Enter for quicksave and a button on the controller for quickload, then F1 through F10 for regular saves and qwertyuiop for regular loads.