Actually, I already covered that with "You must reset the game properly such that the run happens like you were starting STK from scratch." in the 1.x Story Mode rules. But now I am making it general (and removing these specific rules).
Added: "A run gameplay must not be influenced by actions done before it (for example, from a previous attempt)." That should settle these cases for good...
I precise gameplay because there are actually other things that may change according to a previous run like the initial camera angle when you restart an IL; it would be of course dumb to reject basically every run due to that graphic change :p ! I am also thinking about the "ugh" sound when you pause and reset before it ends Lol
Also note that due to the specific rules overriding the general ones, it is of course still possible, if allowed, to preselect the kart or the initial position in the Overworld (we can discuss whether to keep it or not for 2.x; some rules exist solely because "it was always that way"...).
Can you explain further? I don't see anything changed and am not sure to understand (if the bug disappeared then you would lose time, not save)...
Speedrunning is a competition to do something the fastest possible. Regardless whether luck is involved or not. And here, with the current timing rules, we are clearly not measuring who is the fastest to complete a 0.9.3 Gp. If you don't have fun in running the categories with luck factor, then just stick to ILs or start TASing... There are categories for everyone... And if you have the skill, precision and determination, luck becomes a less important or even minor factor. I even know a game where you need something that has 1/300 chance of happening in order to beat some Wrs... But some people like that similarly to people that hunt Pokémon Shinies.
If Andet and I agree then that is enough to update the rule, I will do that and retime the existing runs later.
Lol I somehow never saw that discussion... I was not the one that made the main Gp Rules, but probably that was simply changed to avoid the issue we are currently talking about, and kept for 0.9.3 because what is done is done... Also it was logical to use Igt when the Double Skip was not discovered... But yeah, it is a bit late now :p
Back to the issue, another good solution could be to compute an adjusted Igt: we can take the last frame just before the menu appears when finishing the Skip for the skipped tracks. In YouTube, that is easy with the 1/4 speed... Adjusted times of Penguin Playground would be for example: 3:28.47 + 1:25.92 + 7.42 = 5:01.81 for Waxpro and 3:31.04 + 19.23 + 1:01.54 = 4:51.81 for Alistair Findlay... At worst we lose a few 1/100 s of precision, which is honestly negligible... I would even not apply the 4 ms rule in this case...
Currently, 0.9.3 Gps are using the In Game Time in order to time these runs... I think that something should be changed as people can lose a lot of time doing the Double Skip while not getting a worse total time. We could either forbid that Skip or use Rta instead (or create a Timer for Gps)...
Personally, I am not in favor to keep these runs. Addons submitted here for 1.0 like Blackhill Mansion and Bovine Barnyard used track versions that were broken and are fixed now, and they should not be restored. Their current versions are playable for Stkao and new runs for these tracks were already submitted. A Green Valley 1.0 run was still kept in Stkao as it used a compatible version. I think that 0.9.3 Addons runs should also not be restored in Stkao. It would require the creation of a whole 0.9.3 category there just to support a few tracks, and go against the idea of this Subgame, which is to have a Leaderboard tied to a reference game (the Mod), and not just additional IL categories, in order to solve the versions updates headaches. Restoring them here would also require to deal again with these track version differences, and we could even start asking if Black Forest 0.8.1 (if that were possible) or Shiny SubUrbs 1.0 could also be submitted here, etc. We should really stick to "Official Only" here and "From Mod Only" for Stkao. And not all runs have to be on Speedrun.com...
Unless you run out of Disk Space, using the Mod even with Windows should be trivial, it is basically just downloading files and moving a folder... But it is up to you if you really prefer to do otherwise :p Just ensure that your stuff is 100% identical to the Mod for Gameplay in this case... Stk can use Var :p ! Of course for Story Mode, the Mod is mandatory.
As people often don't actually use the Mod for some reason, clarifications were added regarding such runs.
"- You should use the tracks provided by the Stk Mod's assets. Don't get them from the official Stk Addons download service or anywhere else.
- If you prefer, you can use a Stk based on official code for ILs as long as there is no gameplay changes between your Stk and the Mod during races.
- We will still accept IL runs if you did not use the Stk Mod assets, if there is no way to distinguish any gameplay difference between your version and the Mod's one. However, if there are any detected difference, you run will be rejected or get a penalty time."
Very nice! I updated the Data Folder and now this track can definitively be run officially :D !
There is no need that the "Official Addons" are the same as the "Mod Addons". They will diverge as soon as an update is applied to an "Official Addon" anyway after being frozen for the Mod. To run here, files from the data folder provided in the Mod's Github Release must be used.
Thank you for improving this quickly! Unfortunately, this introduced a new bug where sometimes, when falling after the very sharp turn, Thunderbird puts me inside the snow:
https://drive.google.com/file/d/1A1G5ROPnixuWTitoB4BCAS0aOUzd-I5Q/view?usp=sharing https://drive.google.com/file/d/1OAMUfY04EltLksUORquFf3r3a3csWC6r/view?usp=sharing
That also means for speedrunners: actually, don't run this track yet until this is fixed.
I also found a shortcut that would be extremely hard to use, though still possible and maybe even trainable with a lot of dedication. Not sure if it is worth to fix, personally I would love it for TAS Lol.
https://drive.google.com/file/d/1uqYCVnSHzRVnWuOAMoQS5-4OCxZxwLHJ/view?usp=sharing
Lol never mind, Kimden told about this issue in the other forum... And the creator had the brilliant idea to put a very simple "Compatibility Mod" in Scripting.as so I can make the track work here! The Data Folder was updated and you can now run this track officially here :D ! One unrelated detail, starting from now I am going to call the Mod Versions simply "1", "2", ... and not "1.0", "2.0",... like for Mario Kart 7 or 8 Lol
GumballForAPenny, an Egg Hunt would be welcomed :D ! Egg Hunts can be added at any time even if the track is frozen for the Mod. And of course good job for this track :D ! Pretty harsh however if you fail somewhere in the Shortcut... You must start it over if that happens... Also not sure what is the point of rescuing when I slow down...
(Edit: Wax: I was writing and only saw your post after submitting my message Lol)
Welcome :D !
I was going to include the track and just tested it, but have an issue... I cannot get the track work with the Mod :| ... For some reason, at the exit of the dark tunnel, there is an orange barrier after the dark tunnel, and it looks like I am actually stuck into snow...
Does this track need some Stk 1.1/Git code? If yes that would mean that I would have to upgrade the Mod just to support this track, which was not really what I planned... Or is there some hack I (or you) can do with your track to make it work with something based on the Vanilla Stk 1.0 code? Now, if the required Stk Code changes are very small, I could also make an Addons 1.0d to support this track...
https://drive.google.com/file/d/1mLT8ZEeEKq46M2E-WnYtvaA5k6oQlG3b/view?usp=sharing https://drive.google.com/file/d/1qH3T9oYmavJ_ZJVz5Om6r7Kqx-ESb-RM/view?usp=sharing
[warn ] Material: Cannot determine texture full path: approx_diagonals.png [warn ] Material: Cannot determine texture full path: zipper_stk_generic_ice_a.png [warn ] Material: Cannot determine texture full path: unicolor_white [warn ] Material: Cannot determine texture full path: unicolor_white [info ] Track: Overall scene complexity estimated at 83 [warn ] Scripting: script (9, 1) : INFO : Compiling bool isLocalPlayer(int) [warn ] Scripting: script (10, 13) : ERR : No matching signatures to 'Track::getKartType(int)' [warn ] Scripting: script (11, 5) : WARN : Unreachable code [warn ] Scripting: script (15, 1) : INFO : Compiling bool isGhostPlayer(int) [warn ] Scripting: script (16, 13) : ERR : No matching signatures to 'Track::getKartType(int)' [warn ] Scripting: script (17, 5) : WARN : Unreachable code [error ] Scripting: Build() failed [warn ] Scripting: Scripting function was not found : bool isTrackReverse(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTimeTrial(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTimeTrial(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTimeTrial(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTrackReverse(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : void recordPlayerKart(int)
I can add it, but once it is done, it will be frozen for good and we will never update it until the next version (and I don't plan to make Addons 1.1 or 1.2 so any update will have to wait Stk 2.0). If that is Ok for you, I can just add it to the Data folder without changing anything else and then we can add times here. But again, even if someone fixes the bugs, it will not be updated until Addons 2.0.
Addons-1.0c created. https://github.com/Fouks0/stk-code/releases/tag/Addons-1.0c
The content is the same as 1.0b, but now, it should only load the assets from the data folder and not anything from other directories... And if the wrong data is loaded then the game will just not start. That will fix any issue due to this (duplicate karts, wrong track version...). The Windows workaround is also no longer needed. The Addons directory is also changed so there is no longer the risk that the game loads Addons of other Stk.
If you have a working 1.0b and just want something that works, you don't need to get 1.0c.