Not so far, no - In a TAS environment I expect it would come down to what spaces there are between the starting position and the nearest hot spots. So that people reading don't have to look it up, on PAL you start in Germany, on NTSC-U you start in America, and on NTSC-J you start in Japan. (I don't know whether there is more to this, this is simply what I know from the source I've checked).
Hello everyone. Although I do not do RTA runs of this game, I have been working on a few TASes on it. So far I have simply been using the English PAL version of the game, however I recently discovered that where you start in Globe Trot differs between releases in different regions, which has led me to wonder if there are any other known differences between PAL and NTSC/different places the game has been released in that could possibly create time difference in a speedrun/TAS. If you know of any, please post below, as I would like to know if I need to purchase a different version of the game to the one I own to save time on TASes I'm working on. Thanks!
Why is it the rules? Hmm, maybe because people could cheat otherwise? And "drives runners away"? What? It really isn't that difficult to set stuff up, and I'm pretty sure you're alone in thinking that. If you don't want to run with this ruleset, don't. But don't expect the whole community to just accept whatever you do as "legit" just because you can't be bothered to conform to agreed rule sets.
A few weeks ago I worked out why the collision for save glitch is only for certain world "blocks" around the portals, and the reason why is based on a sort of parallel universe. It's not what you're talking about, although going extremely far Out of Bounds along any given axis gives something similar to what you're talking, but the other way around: Your camera shows an object-less entity-less copy of the original world, but the player still treats it as Out of Bounds space.
The reason that the collision of save glitch is only close to the portal you save glitched on is because (as is given a long explanation in chamber 04 of the developer commentary), to make the collision transformations required with portals run smoothly, they made it that all parts of the world within a certain radius of a portal could have this hyprid collision system for props and the player close to the portals that was accurate enough in the context of the game, but quick enough for it to run smoothly. Somehow, save glitch results in you only receiving the hyprid collision of the portal you save glitched on.
We don't need more shitty misc categories, the ugly mess that is Portal 2 categories is enough.
I'm not sure, his first post was pretty much a longer version of the topic name, I didn't see his response to mine because he deleted it before I could read it.
Aaand the guy deletes his messages when he realises this thread was pointless. xD
And why not? Plus only like 3 mods are semi-active lol
That wouldn't even be an "Out of Bounds" definitive category, since other categories already go Out of Bounds. I really don't see the point in noclip% when Portal 2 categories are already a large, chunky mess.
I'm interested in that too.
I'm dead because it'll be 5am lol