IGT problems that need solutions
2 years ago
Estonia

Runners have mentioned an issue that comes from being able to move during loading screens. It gives an IGT advantage with longer load screens.

For example in act 5 when leveling with Pindleskin it's possible to run all the way to the red Pindleskin portal during the load screen. You can force a longer load screen by using FPS limiter or other methods.

This creates an issue where faster loads are not as good as slow loads for certain save & exit strategies.

Possible solutions:

  • Wait and hope Blizzard fixes movement during loading screens
  • IGT tool starts the timer if it detects a mouse click during the load screen
  • IGT tool always starts the timer after a certain load threshold. For example we could set the max load to be 5 seconds and if it reaches that the timer just starts.

Any other ideas?

Australia

In my testing I noticed this was only really bad when creating a character or pressing play after save & exit. With that said I didn't do too much testing.

Would it be possible to penalize only if the player clicks during the first loading screen after a save & exit loading screen? Since the save and exit loading screen is unique compared to the others, it seems that this might be doable but a bit tricky.

Switzerland

Pretty sure you can also move during other loading screens. For example I managed to loose half my HP on a barb by going to Frigid and walk into Eldritch when the game was new and loads horrible.

I dont think the move trough loads are a big deal outside of act5, but i guess you really could go out of your way to abuse it. It also has drawbacks, like Warriv walking away from you in act2 for example or blindly walking into the wrong direction in act3

I think if IGT tool can detect the clicks, that would be the best solution.

Australia

In my tests I can only seem to create distance when creating a character, returning to game from a save & exit and also when going back to town from a waypoint. I can't get movement going outside of town locations, however in some cases it seems like the game queues the movement after a certain duration of loading time?

I guess detecting clicks on the game window would be the only solution, but it would also suck to be penalized for accidental clicks during a loading screen where you can't move (i.e going from act 1 to act 2)

BokserKabaty likes this
Australia

Would a compromise be possible? Start the timer if after say 5 seconds a mouse click is detected?

BKSilv3r likes this
Australia

Not sure if this is the place for bug reports but my game crashes/hangs indefinitely occasionally when it is in a load screen, and when that happens I need to restart the plugin otherwise IGT stays paused the whole time after restarting the game. Is there a way to address this so if the Diablo 2 instance itself closes during a load screen, the timer keeps rolling, and then resets its status?

For an example see 2:14:27-2:15:00 in my HC necro run https://www.speedrun.com/d2r/run/z07vqnoy (I'm happy to have a minute penalty applied here or whatever, it's not like my time is competitive, I'm mostly using it as a record of my own changes in ability over time).

Edited by the author 2 years ago
Australia

After doing some testing it seems like you can press and hold force move one time and continue moving during a long loading screen.

It seems like the only solution to this is to have IGT detect a click during the loading screen and resume the timer if so.

This will be something all runners will have to learn to adapt to and it will also cause some inconsistencies with IGT for people with long loading times and accidental clicks in situations where you can't move.

The other thing is that there will need to be some sort of rule enforcement about using the latest version of IGT or the timer must resume if the player has clicked/moved during a loading screen for verification purposes.

Edited by the author 2 years ago
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