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 NFM Speedrunning

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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Wed 10 May 2017, 5:49 am

rafa1231518 wrote:

as i said, there's no point 'changing' the cars because unless you're doing a non-NG run it's gonna be the same few cars - it's only displayed to be informative, so if you pick a car that would be on the grid on a stage you know what car replaces the car you pick on the grid.

Okay, I never knew that the cars were the same, but what will you do about the extra advantage in non-NG runs?

rafa1231518 wrote:

it's our job to keep the runs legit, isn't it? i'm sure you can cheat in Undertale runs as well, for example.

Yeah, and in the end the mods can have the final examination of whatever run is turned in without the harder-to-hack client (see, that's why I say unhackable, it has a better ring to it).

Speaking of mods checking runs, need someone to approve my new WR.
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rafa1231518
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PostSubject: Re: NFM Speedrunning   Wed 10 May 2017, 6:04 am

SinfulBliss wrote:
but what will you do about the extra advantage in non-NG runs?
if it's a problem, then i can simply disable it when you've already completed the stage; it shouldn't be a problem since i only added this feature to help figure out the strategy for pacifist runs and thought it might be useful

SinfulBliss wrote:
see, that's why I say unhackable, it has a better ring to it
unhackable makes it sound like something it isn't. i like calling it "bulletproof," or just "mantis toboggan's pro speedrunner"

SinfulBliss wrote:
Speaking of mods checking runs, need someone to approve my new WR.
you can't verify your own run as a mod? that's a bit counterintuitive isn't it? i'll get to it once i finish watching reruns of Chris Morris' Jam

edit: LGTM, verified
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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Wed 10 May 2017, 7:15 am

rafa1231518 wrote:

if it's a problem, then i can simply disable it when you've already completed the stage; it shouldn't be a problem since i only added this feature to help figure out the strategy for pacifist runs and thought it might be useful

Sounds good to me.

rafa1231518 wrote:

you can't verify your own run as a mod?

Well you can, but generally, and SheppardKiller mentioned this a while ago too, mods shouldn't verify their own runs. Just a bit suspicious, although it would be convenient.
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rafa1231518
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PostSubject: Re: NFM Speedrunning   Thu 11 May 2017, 3:44 am

SinfulBliss wrote:
mods shouldn't verify their own runs.

fair enough



(quality forum-worthy discussion)

----------------------

here's the latest strat for pacifist nfmm

stage 1-2: formula 7 since it's the weakest car. of course picking F7 makes nimi appear but picking, say, tornado shark makes f7 appear so it's the least of two evils
3-4: max revenge since it's the strongest car it's gonna be picking up scraps from Lead Oxide
5: max revenge - w/ lvc-lo-caninaro AIs
6: F7?
7: El King
8: F7
9: F7
10: R1
11: HELL
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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Thu 11 May 2017, 4:20 am

Updated
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rafa1231518
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PostSubject: Re: NFM Speedrunning   Fri 12 May 2017, 6:31 am

Here is strategy for No Country For Old Men challenge. Good keanu reeves movie. Developed in USSR mother land.

Stage 1 - Tornado Shark: Remove the traitor capitalist as fast as can.
Stage 2 - Wow Caninaro: Kick out the non-believer in name of lord Putin.
3 - LVC: Not good racer. Good racist though.
4 - NIMI: Very good stunt but power level is low. This make good for short track like this.
5 - LO: Is very poor vehicle. But can stand hit.
6 - MR: Max is good waste, but might race if can.
7 - EL KING: You race. Yes, you race. This is no joke. Is very possible.
8 - F7: Is necessary for race! Very important! You must use!
9 - R1: Only left option! Unlock at 8! You will must use.
10 - R1: You get duplicate! R1 is good. Use again.
11 - DRM: I hate DRM! How am I going pirate games? But I need use it.
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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Fri 12 May 2017, 8:18 am

Okay, I just ran the No Country For Old Men challenge. Here's what I recommend using.

Stage 1 - The Introductory Stage - Race (Tornado Shark)

Stage 2 - Contrary To Popular Belief - Race (La Vita Crab)

Stage 3 - Do The Snake Dance - Waste (Wow Caninaro)

Stage 4 - Grapefruit Power - Race (Nimi)

Stage 5 - He Is Coming For You Next - Race (Lead Oxide)

Stage 6 - Paninaro| Caninaro| Let's fly! - Race (Max Revenge)

Stage 7 - When In Danger Just Chill Out - Waste (EL KING)

Stage 8 - The Fast & The Furious + The Radical - Race (Formula 7)

Stage 9 - The Beach Arcade Dream - Race (Radical One)

Stage 10 - Confusion In An Illusion - Race (Radical One) - or - Waste (EL KING)

Stage 11 - The Mad Party - Waste (DR Monstaa)
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XYLO
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PostSubject: Re: NFM Speedrunning   Fri 12 May 2017, 9:38 am

If you're making a modded version, can you also make some sort of tas functionality like frame-advance?
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rafa1231518
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PostSubject: Re: NFM Speedrunning   Fri 12 May 2017, 5:09 pm

XYLO wrote:
If you're making a modded version, can you also make some sort of tas functionality like frame-advance?

soon(TM)
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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Sun 14 May 2017, 8:48 am

rafa1231518 wrote:
XYLO wrote:
If you're making a modded version, can you also make some sort of tas functionality like frame-advance?

soon(TM)

You got it yet?
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rafa1231518
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PostSubject: Re: NFM Speedrunning   Sun 14 May 2017, 9:03 am

SinfulBliss wrote:
rafa1231518 wrote:
XYLO wrote:
If you're making a modded version, can you also make some sort of tas functionality like frame-advance?

soon(TM)

You got it yet?


TOP 5 NFMM CLIENTS

NUMBER 5
NUMBER FIVE

Quote :
NUMBER FORE
AVOCADO




Code:
package cancer;

public class TopFive {
   public static void main(String[] args) {
      System.out.print("N");
      System.out.print('u');
      System.out.print("m");
      System.out.print('b');
      System.out.print("e");
      System.out.print("");
      System.out.print('r');
      System.out.print(" ");
      System.out.print("t");
      System.out.print("w");
      System.out.print('o');
      System.out.print('\n');
   }
}

セックス大好き

WE ARE NUMBER ONE:
 



EDIT: Move your NFMM "music" folder into the folder you extracted this client into, or it won't work.


Last edited by SinfulBliss on Sun 14 May 2017, 12:09 pm; edited 1 time in total (Reason for editing : EDIT)
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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Sun 14 May 2017, 10:10 am

Nice release, gonna leave bug fixes/recommendations here:
Spoiler:
 

I'll add stuff as I test, I recommend people check this out though the rewind feature is neat.
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rafa1231518
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PostSubject: Re: NFM Speedrunning   Sun 14 May 2017, 6:45 pm

SinfulBliss wrote:
Minimap obscured by split times.
will fix

SinfulBliss wrote:
Instant replays show rewinds (likely unfixable due to the way replays are structured)
replays in the next version will follow the same structure as the rewind system so this won't be a problem

SinfulBliss wrote:
"safe landing" text visible
will fix

SinfulBliss wrote:
"R" can be held at the beginning, and it pauses the timer indefinitely, while the CPUs continue to play. Could be abused to let CPUs damage themselves with no time penalty.
will fix
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SinfulBliss
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PostSubject: Re: NFM Speedrunning   Sun 14 May 2017, 11:33 pm

rafa1231518 wrote:
replays in the next version will follow the same structure as the rewind system so this won't be a problem

Is this just some shit you made up on the spot to sound smart?

I swear half the shit you tell me is complete bullshit kappa
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XYLO
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PostSubject: Re: NFM Speedrunning   Mon 15 May 2017, 2:22 am

Does speedruns of individual stages count???
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PostSubject: Re: NFM Speedrunning   Mon 15 May 2017, 2:24 am

XYLO wrote:
Does speedruns of individual stages count???

Yep, here's the page: https://www.speedrun.com/need_for_madness_1/individual_levels

EDIT: Bug-list update:

Spoiler:
 
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PostSubject: Re: NFM Speedrunning   Wed 24 May 2017, 10:07 pm

i'm not sure if this is still relevant to this thread, but i've fixed the 'speedup' bug from NFM1 in my java 8 wrapper client.
i used runtime bytecode editing since there doesn't appear to be any other way that doesn't violate the JDK license.

i'm not sure whether it happens in nfm2 or not so i left the fix enabled for both. next step is to wrap SoundClip in DesktopSoundClip to fix random freezing.



edit: i've fixed the sound clip, but the freezing keeps happening. i don't see a spike in GC activity, CPU usage or number of threads. i suspected a rogue Thread.sleep call, but couldn't find one. i'm going to try disabling sound/music now, to see if that's the problem. anyone experienced with nfm1, any ideas?

edit 2: the freeze seems to be due to an exception in *Clip obscured by empty catch block. my initial suspicion that it was either sound/music was correct. 1 point for me.
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NFM Speedrunning

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