Loving the competition between KL0P5 and chargerbandit, and since you guys both got 46:59 I watched both runs side by side and noticed that chargerbandits loads were far longer. In many cases 3x or 4x longer.
I don't know if this bothers you guys much, but a load remover for this game would be really helpful. Unfortunately it's kind of difficult to find someone who would take the time to make one for a game they don't run. I can try asking SphereMJ since he's made several for other Quake 2 engine games (Quake 2, Kingpin, Daikatana).
Yeah what we've been saying is that charger's loadtimes cancel out my lag so basically we're at no advantage/disadvantage. There's also certain jumps I can make that he can't for whatever reason but my game also crashes more often. We're basically perfectly balanced. A loadtime remover would be cool but maybe split the run into loadless and w/load times on the leaderboards.
Thought about running again yourself? Would be fun to have another join in.
I would love to have a load time remover for the game so I could keep all the graphical goodies and extras and have the speed too. The main thing with running this game is it barely has any possible glitches or out of bounds skips that would take the runs to the next level, it's all just exploiting level design.
We both fixed our problems now, I have shortened my loads and he fixed his framerate with the same fix, go figure. But the fix introduces a bunch of physics glitches like sliding so I'd be stoked on a load remover so I can go back to old physics and still gain time.
There's an in-game timer/auto splitter now in Livesplit made by Sphere. You just have to put in the maps like TSR1, TRN1, ARM1, KOS1, etc. Not TSR2 because we skip it in the run (it's just a cutscene I guess). Try it out and tell me how it goes!
To activate it just edit splits and activate Load Removal there.
That is awesome, excited to try but it's not working for me, I renamed all the levels and I get "Autosplitter could not be activated. The given key was not present in the dictionary." No clue why that happens.
Happened because i derped, thx for reporting the issue on github. Should be fixed now, happy running!
Thanks for the fix... also how to enable load removal? So that we can also get rid of the load screen time.
Thanks for the help, and also thanks for making this happen for SoF. I do have a feeling the load removal is a bit slow on detecting, takes like half a second of loading screen to pause, is this a game code thing?
Hm yeah i noticed that too, but the actual loading does start seemingly a bit delayed, so that's what it's looking for. It is the same way i do it in many other Quake engine games. I suppose some further checking if this delay is consistent for all runners would be good, if it isn't i can try to find a way to exclude that delay from Game Time aswell.
Threre is an issue with the autosplitter in NYC1-2 levels, the load removal works but after it finishes loading it doesn't go to the next level it just keeps timing, I have them correctly inserted in the settings but won't work, ideas?
Nice consistency Raven... "NYC2" is actually "nyc2" in lower case, shouldve worked if you put that in lower case in there. That would be a bit stupid though, so i updated the thing to be case insensitive on the map names. Tell me if that works.
Works good, thanks. I figured it was something with level naming for sure. Got a run up on the leaderboards with the splitter and load removal.