Changelog - 4/2/2018
6 years ago
New South Wales, Australia
  • Reduced leaderboard to just - Short Run, Full Run, and 100%, removed specific difficulty leaderboards
  • Added rule allowing any Default difficulty setting to be used
  • Added rule not allowing "custom difficulties" i.e. manually setting ring size/hp
  • Added variable for Difficulty setting. Currently set to "not obselete" so, it will show multiple entries from the same person across difficulties (but only count ranking for the best time).
  • Added a description to the rules of the Short run explaining why the run exists and how its a good starting point if you're new to VF2.
  • Added a link to the Nebula Model 2 Emulator in the tools section - some may not know that this is the only working emulator for the Arcade version of VF2.
  • Added PS3 and Xbox360 to the allowed platforms.
Edited by the author 6 years ago
New South Wales, Australia

Feedback is welcome. Do we allow custom difficulties? should we have a separate category for it? .. Also, should the Difficulty variable obselete? .. it might be a bit erroneous, but if people wanted to specifically compete for a certain difficulty it might be relevent.

Edited by the author 6 years ago
New South Wales, Australia

Awesome ... done.

IcKY likes this
New South Wales, Australia

Hmmm .. Im not sure what the differences are exactly. I know that VF1 on PC allowed texture graphics. Thats the only differences I know about unfortunately.

If the differences are only Visual, then I would say leave it as VF1. I have 0 knowledge about VF Remix though. If there are no actual gameplay/physics/AI re-balances/changes or anything like that .. the VF Remix board probably would be unnecessary and should just count as VF1.

But yea .. if there are any changes at all to the core gameplay then it should definitely exist, and we'll have to do some investigating to figure out if VF1 PC plays more like VF1 or Remix and categorize it appropriately.

Edited by the author 6 years ago
Germany

Regarding timing of 100% runs: The ingame time can be calculated by subtracting the displayed time in the round after a fight from the 30 seconds available per round. The maximum rounding mistake per round is at 0.01 seconds when you don´t have the overall timer displayed. So in the last fight you could have a maximum error of 0.03 seconds if you lose one round to Dural. It still would be more precise than any manual timing and consistent with the timing method in the other categories. So question is why is real time preferred instead of using ingame time? Nevertheless it is great to see some runs for this game, I was wondering since long time ago why this game doesn´t have any runs despite it being a pretty good game considering its age. :P

Btw you guys should ask site admins to create a Virtual Fighter series section, so that all the games are not scattered around.

New South Wales, Australia

Good ideas Molotok!

In regards to timing for 100%: I do agree. The only real reason we decided on real-time for the whole run is that it just seemed easier to do than having to manually time each segment "GO to KO" and then adding it on to the full run time. We were hoping to keep things simple so that people had a better idea of how to time it before submitting and not put too much work on our own shoulders.

I have been waiting for someone to give some input on it to decide whether or not to change it though, so thanks for bringing it to my attention.

Your idea with the round clock seems like it could work, we need to make sure the round clock represents real seconds though (sometimes they don't, but I think in VF it does). I havent even really noticed it. The other alternative would be to manually time each round and add it on, which would be a bit of a headache .. but that may just end up being more appropriate.

Frankly, it has bothered me .. and I think we may just end up having to do some timing math either way. :(

I'll sit down with a run this afternoon and see if the round clock measures up accurately for real seconds. If it does then that would at least be a lot simpler.

Also I'll see about applying for a "Virtua Fighter" series as well.

Thanks for your input. :)

Molotok likes this
Germany

I just compared the ingame time to real time in your and makankas 100% runs and looks that the real time runs about 1.1 times faster. Also looked into some other playthrough of the arcade version on the xbox and the real time was between 1.07-08 times faster than ingame. Didn´t look into the Saturn and other versions.

Then I checked the ingame timer and the round time that is displayed. If you substract it from 30 it is always the time that adds into total ingame time, well in fact mostly with 0.01 secs less than is displayed but it doesn´t really matter.

Tenka likes this
New South Wales, Australia

Lolkiu64 it does have an overall time displayed at end. However that time does not include the Dural fight. It is all fights up to Akira only.

If the round clock doesn't represent real seconds then I don't think its a good idea to use it. I think we're better off timing manually. . Either the whole run or timing the individual dural rounds and adding them to the Akira time. Its just going to be a little annoying. .. but at the end of the day its our job to verify runs so we should probably make the effort.

Im just worried that people will be put off submitting to the category due to having to retime it.

New South Wales, Australia

Oh.. wait.. it doesn't represent real second but its sstill consistent with in game timer? ..hmm that's a little more promising. Maybe we can do that then .

Germany

Yes, the whole ingame timer that is displayed on the bottom right is based on the round time (the time just adds up after each round, but mostly 0.01 less than is displayed probably because of some rounding or a more precise total time being tracked internally who knows).

What I´m not sure of is if different versions have the same movement speed compared to ingame time.

Tenka likes this