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스레드: Donkey Kong '94
GermanyLudwigVonKoopa6 years ago

This was a well explanation. Thank you. I'll keep practicing :)

GermanyLudwigVonKoopa6 years ago

I just changed the rule for stopping the timer on any% or 100% runs. Rather than stopping after fading away the "reward screen on Hispania 4" you should just stop the timer at the final hit on the bull since that is the last real ingame input.

The last two submitted runs have been retimed for that purpose.

스레드: Donkey Kong '94
GermanyLudwigVonKoopa6 years ago

As I'm developing my time further, I now start to stumble over certain mechanics that I once used to treat like "when I get it, cool, if not, whatever" but that can ruin my run now timewise. And the most frequent cause would be the wall kicks.

I practiced them quite a while now and can somehow use it in runs, but the outcome of needing 1 to 3 kicks in stage 1-4 to get up or needing 10 to 15 kicks is pretty much random for me.

I wonder if there is a strategy for them to maximise the odds of getting the kick to work. I tried mashing A or just tapping it at certain times within the jump, but I can not figure out a pattern to follow. Sometimes it works, sometimes not.

I also guess some wall kicks are way harder than others. 1-4 I'd would rate pretty hard while the double jump wall kick in 2-7 seems to occur way more often to me. Is it dependant on the terrain or the ledge you try to get on with the kick ?

E.g. I find that getting up 2-7 is way easier than getting up 7-2 while they kinda share the same conditions, it's only a jump off the screen edge.

Maybe you could enlighten me on that topic. Thanks in advance :)

GermanyLudwigVonKoopa6 years ago

Sorry I had some family related issues that needed full attention so I forgot about this. I gave you mod. :)

스레드: Rocket League
GermanyLudwigVonKoopa6 years ago

Hello guys,

I have already mentioned this on the Discord channel and tried to contact Jaychalke directly on his Twitch account, but with no luck this far so I try to summarize my problem on this forum since it's been bugging me for a while now and is holding me back to do more runs though I would be glad to do some.

I have taken a deep look into the resources where several mods explained how the time subtraction from "time with loads" to "time without loads" is being performed. I used that guidelines to perform the time calculation on my own runs. Main source is the thread "Timing for Loading Removal" on this forum.

Nevertheless, I can only conclude that something can not be right on the leaderboards at the moment. I will try to explain this now.

The category I'm referring to is the "Any%" Season Mode category. My current time is 1:00:17 hours w/ loads. To get the time wo/ loads I measured every loading time between two stages manually, starting at clicking on "Play next game" after the previous match has finished and ending immediately when the next arena screen is visible (because then you can do the input to skip to the kickoff). I was very precise about this, watching my own raw footage at minimum speed and writing down the times. I gathered a total of 30 seconds of loading times.

According to the other forum thread, the "post match celebration sequence" when you can jump around in your car after winning a match has to be subtracted as well as this was not always part of the game. This time is fixed at 9 seconds multiplied by the number of games minus one (because you get the trophy immediately after the last match, which ends the timer). In any% there are 11 games so it is a fixed 90 seconds.

90+30 seconds add up to 2:00min flat that I finally took off from my time.

When I submitted my time, I was surprised I was still behind Jaychalke since his run was 25 seconds slower than mine (w/ loads), but ended up being 7 seconds faster wo/ loads. Since I consider my PC to be pretty ancient and slow, I was more than surprised that somebody would be able to double up my loading times (62 secs compared to 30 secs).

Next I looked into Jaychalkes latest run of this category and just by first impression it seemed that he was even loading faster than me. But I wanted to clarify this so I took his run and measured all the stage loading times the same way as I did it for my own run. The difference that I concluded is pretty significant. I added up a total of 22.5 seconds on loading times, other than the 62 seconds that he summarized.

To clarify the difference even further, I repeated this process for the two top runners of the category, Braininator and Titan_Unlimited. The 23 seconds of loading times for Braininator were 100% correct. For Titan_Unlimited I got a total of 77 seconds instead of the 100 seconds that he calculated.

I could not check the runs of the 5th and 6th ranked "Babyfurz" and "Calvin715" because the videos are not available anymore, though their subtractions are also pretty high.

All this stuff finally points to one out of two possibilities. Either some of the runs have a wrong time subtraction going on or I did get something completely wrong on the loading times of my own run..

I want to make clear that I am NOT accusing or suspecting anybody, but up to now I was trying really hard to pinpoint a possible error on my own, but I'm out of ideas now.

Can somebody please have a look into this ? I'm also ready to talk/chat directly over Discord etc. to clarify the situation.

Jaychalke 이것을 좋아함
스레드: The Site
GermanyLudwigVonKoopa6 years ago

Yes it works again. Nice work guys. Thumbs up !

Threads might have a wrong number of replies now though. Same with "latest post by". Will that be fixed as well ?

GermanyLudwigVonKoopa6 years ago

Hey Sora,

so you want to be mod of this game ? Any specific reason for that ?

스레드: Tetris (NES)
GermanyLudwigVonKoopa6 years ago

Yes. Introducing the starting level filter itself is a good thing. Everyone can instantly see the level now without reading each individual run description. But merging the level 0 into it makes no sense for me since it can (and should) never compete with level 19 times which the current leaderboard setup suggests.

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