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Massachusetts, USAMauZZR7 years ago

There has been some interest in additional categories. For example:

100% (all secrets and treasures) Boss1% (Any% run, up to boss1 aka The Defiled Church)

My question: What difficulty would you be interested in running 100% on? And should I make a leaderboard for Boss1%?

IMO Boss1% might be better left as a race category, but if people want a leaderboard for it I'll happily make one.

Massachusetts, USAMauZZR7 years ago

We now have a Discord, to serve as a central hub for discussion/asking questions. Here's a permanent invite link:

https://discord.gg/BUW2drb

EDIT: Fixed link

Massachusetts, USAMauZZR7 years ago

Does anyone know which version of the game GOG distributes?

Massachusetts, USAMauZZR7 years ago

Exciting news!

After doing some testing, it appears that the 1.42d unofficial patch for RTCW is suitable for speedrunning! This is particularly important because it means that people can now install the steam version of the game, then apply the unofficial patch and run on equal footing with 1.00. Some of the game crashes have been fixed, which should improve quality of life for runners quite a bit.

I have added a value for 1.42d in the Game Version variable, and the win32 binary distribution of the patch is available on the Resources page as a .ZIP archive.

See "Patch 1.42d readme.txt" and "1.42d_Changes.txt" in the .ZIP archive for author and change information.

bamq47 нравится это
Massachusetts, USAMauZZR8 years ago

Exosum generously shared lots of useful links with me, so I'll make the informational ones available here.

Informational article on connection-related cvars on funender: http://web.archive.org/web/20140427054244/http://www.funender.com/quake/console/q3connection.html

Framerate-dependent jump height calculator: http://dash9.ro/q/jumpheightcalculator/

NOTE: The following are cheat-protected, so you need to load a map with "spdevmap <mapname>"

Here are the map names, in order (not counting cutscenes): escape1 escape2 tram village1 crypt1 crypt2 church boss1 forest rocket baseout assault sfm factory trainyard sub norway xlabs boss2 dam village2 chateau dark dig castle end

Useful cvars for routing: cg_showAIstate 1/0, g_scriptdebug 1/0, cg_debugposition 1/0, aicast_debug 1/0, g_debugdamage 1/0, s_debugmusic 1/0, g_debugaudibleevents 1/0, r_shownormals 1/0, r_novis 1/0, r_nocull 1/0

Useful binds for routing: bind i "god" bind o "noclip" bind p "nofatigue" bind j "notarget" bind k "give all"

These are the ranges (in units) that enemies will be alerted for each weapon: Knife 64 Walking 256 Luger without silencer 700 Luger with silencer 64 Colt 700 Mp40 1000 Thompson 1000 Sten 64 K43 2000 K43 silenceer 128 FG42 1500 Grenade 1500 (upon throwing, not blast) Dynamite 3000 (upon throwing, not blast) Panzer 1000 Venom 1000 Flame 1000 Tesla 1000

Massachusetts, USAMauZZR8 years ago

Hello all,

There are a few decisions to be made regarding the rules for this game going forward, so I'm making this thread for runners who intend to continue running the game to share their thoughts. Please weigh in on as many of the following issues as you can.

¤¤¤ISSUE 1: Save/Load glitch¤¤¤ The following video was brought to my attention:

Basically, if you save your game and name it some (positive) integer, then load that save, the actual loading is delayed by the same number of seconds as you named your save (for example, the name "35" in the video means 35 seconds of delay before the save loads). The AI stops running as long as you're in this deferred loading state, allowing you to move through the level and kill things without being detected or attacked.

The question: Should this be allowed? Does it warrant a new category?

¤¤¤ISSUE 2: Player movement cvars (com_maxfps, pmove_fixed)¤¤¤ Anyone familiar with the q3 engine will know that these cvars affect jump height and distance.

The question: Should we allow these to be changed (e.g. com_maxfps [125 or 333], pmove_fixed 1), or run with the defaults (com_maxfps 85, pmove_fixed 0)?

¤¤¤ISSUE 3: Game version¤¤¤ Currently, the preferred game version for running is 1.00 (or 1.0.0 as it prints in the console) since the Heinrich skip was patched out. The steam version of the game is 1.32, and there have since been unofficial patches including the 1.42c version of the game, as well as iortcw, which is an open-source version in the same vein as ioquake3 which adds various enhancements to the engine.

The question: Should we enforce game version in the rules? If so, which version?

Thanks in advance for helping out.

Cheers, Mouse

EDIT: expanded save glitch explanation

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