Green Valley Reverse double submission? Addons times should only go in this leaderboard (and we should remove all Addons times in the main game)... Also if you don't have more changes to suggest, I will make changes next weekend. But are you at least able to compile the Vanilla game (1.0 or Git) without any mod?
I don't really know 3D modeling much and have no experience in track making, and I would likely not have time to learn more about this, sorry :p
I could make a version without compiling, but then there will be no Egg Hunt in the Story Mode, the game will use the same folder as your current binary to store stuffs like high scores and challenge completion data (so you would need to backup and restore each time you change the game), and SuperTux is not immediately available (which would somewhat annoy me). And of course no 3 digits timer everywhere nor items icons.
As you know I am kinda Discord allergic and might eventually delete my account there (I already disabled it) so just discuss there and tell me here everything you want to see in the Mod, and I will be glad to make the changes once for all (but after this there should really not be any track and gameplay update until next major Mod version). I am basically fine with everything, the most important is that there has to be someone else that manages to compile and run the Mod...
Wow, I did not think nor notice that Nostalgia was that broken, and actually liked the concept of merging the original tracks from the very first versions of Stk; if one fixed the skips, and maybe the graphics (though to me the somewhat ugly graphics is normal and goes well with the "vintage track" theme), it would be a decent track; I would rather have this than Minigolf... But if there is a consensus, I can remove it from the Mod. Or update to patched version, but as said multiple times, updating tracks should not happen... Though of course we can be flexible and do this anyway at the cost of removing the current Nostalgia submissions. So far I don't know anyone else using successfully the Mod so until then we could basically change anything... Or we can keep things as they are now and run the broken version anyway (and bring the 0.9.3 nostalgia Lol).
Else hopefully you are now convinced with what Theodore just wrote, Wax :p
Let's put it in another way: would you imagine Animtrack to be in the official Stk as Standard Track? Stk Addons should be seen as what Stk could have been if Devs had chosen other tracks (though of course as they are only Addons, their quality is in general slightly lower than the Official Tracks).
I don't have anything against this track personally, but also don't think that it should belong to this Mod and Leaderboard, even only as IL. But you are free to create another Mod including only the most exotic Stk Addons (and enough of them) and open your own Subgame :p !
The aim is still to have "well formed" tracks, where anyone could play it at least casually and with Ais being able to drive normally on it and multiplayer being possible... Unless more people express in this topic interest to include this track, I am not going to add it to the Mod.
Oh no, I was stalking your channel and really looking forward to seeing your runs using the Mod :p ! But if you can compile the Timer Mod, then you can definitively compile the Addons Mod. There are only very minor changes in the code (and I did not touch WiiUse or anything controller related at all), every other change is in the Assets.
Also Theodore Pringle did the Bovine Barnyard run without the Mod, I wonder if he also has trouble compiling...
Added phrase "Runs that used git code can still be accepted if it is reasonable to think that no gameplay change was introduced in it compared to the release, but again please ensure that you are using the right code." and applied it.
Alistair_Findlay: my Mod code is based on the official Speedrun Timer Mod and saves correctly "1.0" ghosts. You might have only used the Assets and built your binaries with the Git Version, and then Wax used it. Or Wax built himself using the Git Code and the "Dark" Assets
Alayan: yeah, I know that Ticks are only 1/120 s precise and just said that they are more reliable; as we get such timing bugs, the interpolation is definitively broken in some cases while the Ticks based timing does not seem to be glitched. Otherwise having µs precision is certainly neat :p . The idea was to use Ticks times to make all runs consistent and avoid to deal with all these bugs.
Also true, I forgot about the Xr591 and Old Mine Checklines, it was even I who published screenshots to show where the issues were Lol
We are using the best valid In Game Time available, which is shown as 1:24.549. If it was 1:24.548 at the live run we would use this, but Wax would need to upload a live recording in this case. In your case if you were unable to submit a live recording of Fort Magma, your time would have been 1:24.864.
Also as far as I know there is no changes from Git and 1.0 that would actually affect the gameplay during IL runs, so maybe we could change the rules to accept compatible runs. After all, there is the 0.9.0-0.9.2 category and the submission would likely have stayed if Wax did not reveal the version (also maybe all his runs so far were also Git? He would have to redo everything Lol)... Edit: His Volcano Island was also done using Git.
I did not thought about the fact that we cannot do the Story Mode Challenge in Intermediate in this case (no, the matching Difficulty Eggs will be loaded)... Now for me it is not really a big deal either, but if you really want I can remove this (-28.08, -11.34, 93.78) Egg stuck in the Ufo anyway
It is like the Impossible Coin or the Mystery Goomba in Mario 64 Lol Who knows if there is actually a way to get it :D
Added 2 more changes in the Addons Mod: the 3 digits timer everywhere and the "Show everyone's items with the left characters icons" feature. If you already downloaded the code, don't forget to update :D ! For ILs, we could discuss whether we should use the time next to the icon or the one in the finish screen like for the main game, as the former is based on the number of Ticks (like for the Egg Hunts) and should be the most consistent one with 3 digits.
Obvious but Lawmaking is what it is... So: "The Nessie's Pond glitch that allows to get a time of 0:00.000 is banned, as well as any similar glitch that gives a very broken time at the end (but you can use the ones in Oliver's Math Class or Volcan Island that save 1/24 s for example)." If that happens, use the 1/100 s time at the end next to the icon and add 4 ms if you want to submit the time.
Btw if you want to have 3 digits everywhere, you can look at this Commit of the Addons code. As it is already established, we should continue to use the times at the results screen, but with 3 digits the time next to the icon is actually the most reliable as it is based on the number of Ticks. https://github.com/Fouks0/stk-code/commit/36188a28ba744636f0cbe3e90cbfd4ea70572811
If it is possible in at least one Difficulty, we can let this as is. Even if it was the only Difficulty, it would be like there were no Egg Hunt... Unless you want to have separate categories for the different Egg Hunts (but then it will become pretty hard to manage Lol; we would need to add the Difficulty variable everywhere only to support the different Egg Hunt locations, and in the main game I would suggest to remove the Difficulty variable...). I think that we should stick to "Fastest possible Egg Hunt, any difficulty considered", and then if it is impossible in one Difficulty we just discard it :p
However, one thing that could be done if you are motivated is to create yourself Egg Hunts for missing tracks :p We could then include them in the Mod! In this case I would let you fix this Canyon42 Egg (I am not really motivated to find good locations for Eggs myself Lol)
Proprietary is not really the problem (otherwise let's move my videos to PeerTube; that said I am sometimes considering to do this). I just tend to forget that Discord exist, I am not really into it Lol At least I think that discussion about Speedrun.com should really happen here in this forum. If we promote new moderators we should discuss here...
So Ok, the Brmbrmcar case is closed, and I assume that both Alistair and Alayan are still very motivated to stay moderators here, and they have appropriate past for this. Though moderators should not only verify and run (otherwise they should only be verifiers), but also participate in discussions and lawmaking/category editing, and check here often... Now the remaining case is Kitoko...
Mod finished! The only track I dropped is Subsea, other were Ok for me. The final battle against Nolok is in Extreme Dimension, he was able to clone himself there!
You might already have seen the 4 GPs, I let you discover what tracks they contain (and run them :D)!
Tracks not appearing as Challenges: Shiny SubUrbs (we have Tux Tollway and Green Hill), Kapman Island Resort (well there are multiple Beach/Island themed tracks, it could have been anything), Voxel Village (I don't really like running this one), and Racetrack (I would actually have put it instead of Secret Garden, but liked to have a direct replacement of Zen Garden)
Demo
More details (in particular about changes) and download https://github.com/Fouks0/stk-code/releases/tag/Addons-1.0a Sorry, I don't use Windows anymore so I cannot help if you have trouble to compile with Windows. In Linux compiling should be straightforward, put the "data" folder next to "src", "lib", etc in the source code, run your binary and Enjoy :D ! Tell me if something is broken!
Now the current tracks are frozen, so if there are Addons updates, we will not apply it to the assets of the Mod. However we can add at any time new tracks. I deleted Subsea Btw, there were only one Run after all, which would become invalid anyway if they were to fix the bouncing bugs, making inclusion in the Mod possible.
I am looking forward to seeing your runs :D !
Nostalgia and Extreme Dimension should be only 2 Laps... I will definitively set only 2 in Story Mode, now I don't know if you would like that they actually become 2 Laps Tracks as well... Similar for On an Iceberg
Well Ok, also it turned out to be not that annoying finally, though there is still some luck factor (being blocked while trying to pass the thin passage).
I just edit the Xml, using the TAS tools gives me the coordinates by being at the location I want to put the Egg
The Story Mode Canyon42 will be Egg Hunt :D ! But I moved one Egg as it was very annoying to get it due to a too thin passage (so don't run this until I submit the Mod). It is not cool that for the categorizations, we cannot do here something like the Normal/Reverse, but restricted to only some tracks for Egg Hunt (not all tracks have Egg Hunt)
Oh Ok that is even better in this case :D I indeed remember that this track was so broken but thought that it was still the case :p I have to test every track (well 21 of them) anyway in order to set Time Limits in Story Mode
But as we have Tux Tollway maybe we could drop Shiny SubUrbs... I will see later, we need to have enough tracks after all