How are records verified? Are demo recordings uploaded to the server when you complete the map? If yes, are they available for download for everyone else to see (for practice purposes)? If not, how are you making sure records for maps are legitimate?
Yeah, I get that. But you could theoretically customize your client to support something like TAS with playback of input list, and just use that to get a record.
Anyway, that's not what I'm here for. How would I go about obtaining a world record recording/demo for a certain map? Would I have to ask the WR holder for it?
Anyway, that's not what I'm here for. How would I go about obtaining a world record recording/demo for a certain map? Would I have to ask the WR holder for it?
I guess I'm just used to the system that's going on in Portal 2 speedrunning community, where the demo is automatically uploaded to community leaderboards, and it is there for everyone to watch, both as a video rendering and a file you can download and watch within the game locally. Kind of convenient for heavy level optimisations. But yeah, we're quite open about routing. Kind of makes me surprised it's different around here.
some wrs depend on skips
Is the question is its cooler/more competitive if these skips are shared or if they stay a secret and u have to find out yourself
with a game like ddrace i think its cooler for the records to be private
20:15
everyone solves their own puzzle
Krzyhau
I guess I'm just used to the system that's going on in Portal 2 speedrunning community, where the demo is automatically uploaded to community leaderboards, and it is there for everyone to watch, both as a video rendering and a file you can download and watch within the game locally. Kind of convenient for heavy level optimisations. But yeah, we're quite open about routing. Kind of makes me surprised it's different around here.
I guess that's the difference here. It's only base levels (60 singleplayer and like 40 cooperative). We don't really have boards for community levels (since that's not what community levels are created for in the first place)
I was getting mad in some map that required me to hit my dummy through the wall while I was going up and it was going down. Couldn't do it no matter what timing I would do, so I started blaming the game. So I'm wondering what specifically I have to blame
Okay, from what I gather, it finds all character entities intersecting a circle a little bit in front of your tee (along the direction you're aiming at) and hits them. However, I'm certainly missing something, as not only the measurements make no sense and would make the circle too small to be able to reach another tee from behind a wall, but also hitting through wall would be straight up impossible, as the game checks whether the ray intersects any tile.
21:05
...how different TeeWorld is from DDrace gameplay-wise?
Okay, from what I gather, it finds all character entities intersecting a circle a little bit in front of your tee (along the direction you're aiming at) and hits them. However, I'm certainly missing something, as not only the measurements make no sense and would make the circle too small to be able to reach another tee from behind a wall, but also hitting through wall would be straight up impossible, as the game checks whether the ray intersects any tile.
I think I got it. the size of your tee is 0.875 of a tile. It gets a point 0.65625 (3/4 of your size) away from your center towards where you're aiming, and checks for character entities intersecting the circle with that point in the middle, and with diameter equal to that of a tee's collision. However, when detecting the tee, it's using the proximity radius, which is twice of a tee's collision radius. So your hammer collision and the tee's proximity radius barely intersect.
Not too big of a mistery. I suspect that, as most of games, DDNet calculates the movement in steps, or ticks, however you call it. What most likely happens is that your movement is fast enough that you "jump" along the gap in one tick, making you unable to actually slide into it.
Not too big of a mistery. I suspect that, as most of games, DDNet calculates the movement in steps, or ticks, however you call it. What most likely happens is that your movement is fast enough that you "jump" along the gap in one tick, making you unable to actually slide into it.
I don't know the technical side honestly, but idk if saying ticks is correct? Because that suggests there would be randomness still, which there isn't?
ticks is the right point to make here though. since physics are only calculated in concrete intervals, they have to lign up for them to detect 1-tile gaps
Anyway, the logic here that I assume happens is that in order to fall into 1 tile gap while running, your tee has to be perfectly above the gap for at least one tick.
Btw could polling rate make the game a bit random input wise? Your input could land in between polls even if the duration of your keypress is shorter than time between ticks/polls
Okay, yeah, that might be some weird floating point bullshittery, actually. Surprised the difference can actually appear in such small distance, but it was never impossible. However, I still dont understand how time could affect anything
thats just about having both go through a perfectly reproducible setup. which causes them to be at the exact same x coordinate to produce a tower. to get a perfect setup, you need a wall to align your tees and some direction to walk off in. the freeze just helps with stopping the player input at the same moment. it not time based, all the environmental variables just have to be the same
Patiga
thats just about having both go through a perfectly reproducible setup. which causes them to be at the exact same x coordinate to produce a tower. to get a perfect setup, you need a wall to align your tees and some direction to walk off in. the freeze just helps with stopping the player input at the same moment. it not time based, all the environmental variables just have to be the same
imagine a dummy player hammerflying. if they activate dummy-copy and press dj and move to the left/right a little, they will always land in a perfect tower, just because they did the same input
Patiga
if you release the input at the exact same moment, sure
There was a video where someone showcased that they couldn’t tower on top of eachother without being freezed at the start. They basically have to walk off a ledge that is full of freeze and fall down
22:43
But without being freezed at the start, it’s luck based
Yeah, the setup seemed to be mostly visual. Even though they seemed to start from nearly the same position, it could vary the tiniest amount - enough to snowball into a deviation large enough to not stack perfectly.
Also keep in mind that if you're using some kind of debug interface to display coordinates, it might not show enough precision to display the full value
Krzyhau
Yeah, the setup seemed to be mostly visual. Even though they seemed to start from nearly the same position, it could vary the tiniest amount - enough to snowball into a deviation large enough to not stack perfectly.
Oh..then my previous statement is... false? How does the debug hud display the position? I know there is one because I activated it once on accident lol
Krzyhau
Oh..then my previous statement is... false? How does the debug hud display the position? I know there is one because I activated it once on accident lol
The same applies to passing through laser doors as well, your speed alone doesn't determine if you pass through or not, it's (mostly?) your starting coordinates(edited)
@Patiga why are you so unsure about that scenario now, when back then you explained me in detail about how it has something to do with the timing of the ticks
A bunch of stuff there works on 6 ticks cycle, but in reality its 3 tick cycle because the game skips every other ticks and works at 30 ticks per second but still wants to fake 60 ticks per second for some things so these things are done twice per frame, like player movement, so your inputs are processed for two movement ticks at once
Reverse speedfly, shotgun glitch, jumping into a speed arrow at the peak of your jump yeets you, you can touch tiles on the other side of a tele tile using blue tele if you keep gaining speed
Wall hammering is a bug too but it's an essential ddrace machenic lmao
Skeith
Reverse speedfly, shotgun glitch, jumping into a speed arrow at the peak of your jump yeets you, you can touch tiles on the other side of a tele tile using blue tele if you keep gaining speed
The person hammering has to hammer before you collide, the person driving has to release the hook early and hook each hammer, up to a certain speed, then they can hold the hook like normal