Comments
Texas, USAbanditTM1 month ago

Additionally, a double sword lunge is already used in the (now 31 Tokens) Glitchless record in Adventureland, as a backup to doing the engine room platforms normally. This is partially why it was allowed and not considered a glitch in the first place, as banning it entirely would result in about the 80% ending of any 100% runs that collected the Engine Room token the intended way, assuming the Any% route was modified to avoid it.

Texas, USAbanditTM1 month ago

Over the past months, @Vizu, @Zyzzyva1711 and myself have been making progress in the game involving gaining height using two swords to oscillate lunging with. This has been proven to be able to be done however many times you want as long as you get the timing correct.

There's been some development involving using repeated sword lunges to skip from World 2 (2 tokens required to enter) directly to the Rosphere, which would save at least 10 minutes over the current route. To my knowledge, this hasn't been completed, but is known to be possible.

In preparation of a future run, '3 Tokens' has been added as a separate category, essentially a closer Any% that allows the intended amount of collected tokens to beat the game, 31, to remain its own category, now called '31 Tokens'.

I'll also be clearing up potential fog with lunges and gearhops. Since sword lunges are purely intentional behavior, I don't believe that using two of them to gain twice the height (or more) should be considered a glitch (it's more of abusing intended behavior in an unintended way), so they are allowed in the 'Glitchless' category. For now, the only glitch currently available are gearhops, which I believe are unintended.

Texas, USAbanditTM1 month ago

vizu return to ra3 when

Texas, USAbanditTM5 months ago

@Buffet_Time messed up the format. Since scores above 60,000 cannot be displayed using seconds, as they overflow into minutes, the score reads 61,846 instead of 101,846. The correct display would be 1:41.846

Texas, USAbanditTM6 months ago

@Nat_Cat was in a main US server, i dont really agree with bots being allowed but i guess if its in a main server its fine? not sure how the mods view this

Texas, USAbanditTM7 months ago

this game doesnt really have any glitches, the closest it gets is gearhops, so those are now considered glitches

all runs that i am able to check if they have/don't have gearhops have been changed to the appropriate category

Texas, USAbanditTM1 year ago

if you guys have any suggestions for new categories post them here

Texas, USAbanditTM1 year ago

some of the old 100% any% runs use use wall clips which can no longer be done

just wanted to point this out

Texas, USAbanditTM1 year ago

I can't really fix the audio problem. I've tried a lot of different methods in an attempt to fix it.

I guess I just can't run this game then

Texas, USAbanditTM1 year ago

Again, I understand that the game audio is used to help detect splicing, but its not the only method you guys could use to detect splicing. Even if you can't fully rely on the in-game timer, if theres a gap where there could potentially be a splice, just calculate how long the timer should go up in between the gap and if the character position before and after checks out.

Texas, USAbanditTM1 year ago

Why not make it so once you get past a certain time barrier you have to require game audio? Nobody's going to take the time to splice a run if its not even close to being the record

Texas, USAbanditTM1 year ago

We're getting off track. This is about the game audio not needing to be required for runs, not me asking for help on how to fix my recording software.

Texas, USAbanditTM1 year ago

I've already tried that. OBS lags much harder for me than QuickTime does, and it doesn't solve the game audio problem.

Texas, USAbanditTM1 year ago

it works flawlessly except for the fact that it doesnt record desktop / in-game audio

Texas, USAbanditTM1 year ago

My recording software can't detect in-game audio, only mic audio, and that means I can't run this game.

I feel that the need for in-game audio, in this scenario, is unnecessary.

I understand its to detect splicing, but theres an in-game timer and you can very easily see if its spliced from the character position and/or speed changing a lot very quickly.

Even if there is a naturally recurring lag spike, you can still tell if its spliced or not if you look hard enough.

KoleFreddyz likes this
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