start vs. respawn checkpoints (#585)

start vs. respawn checkpoints (#585)

Postby bonifarz » 27 Sep 2013, 08:07

http://sourceforge.net/apps/trac/redeclipse/ticket/585
bonifarz {l Wrote}:currently both, start and respawn checkpoints initialize the timer in trial games. If the latter had no such effect, potential exploits for shorter lap times would be prevented on all maps where you can either skip the start checkpoint or finish a lap without getting teleported.
qreeves {l Wrote}:It is done this way in case a map contains no "start" checkpoint. This might be better for discussion on the forums?


My impression is that fixing exploits is better than allowing maps that are missing a start checkpoint - I think all official and most other trial maps do have one.
To be clear: Saving some time when bypassing the start checkpoint is not a big issue, but on many maps you can finish a lap in just a few seconds if you run back and forth from the finish line to the last respawn checkpoint.
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Re: start vs. respawn checkpoints (#585)

Postby radiant » 29 Sep 2013, 21:29

Here's a 2-lap demo on testchamber, which is all I think needs to be said. The first lap, which is the slower of the two, clocks in at 2.05 seconds.
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Re: start vs. respawn checkpoints (#585)

Postby TheLastProject » 29 Sep 2013, 21:38

Assuming it is possible to place more than one start checkpoint (to allow multiple routes), seeing radiant's video, it would appear better to have only start points initialize the timer. I don't really have more to say on the matter, radiant's video was pretty convincing.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: start vs. respawn checkpoints (#585)

Postby bonifarz » 29 Sep 2013, 21:52

Nice dmo, radiant. This is what i consider the minor issue. But you don't even need to bypass any checkpoints. Here is my dmo that contains a good lap and then what i consider the exploit. Works on many other maps.
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Re: start vs. respawn checkpoints (#585)

Postby radiant » 29 Sep 2013, 21:57

Other than the blatant skipping possible in testchamber, you can also skip the start checkpoints in both cyanide (easy) and wardepot (fairly hard), with the prospects of skipping anything after that pretty limited. It might also be possible to skip the start checkpoint in hinder, though I haven't done that yet and it would be a very tight squeeze through an invisible window if it is even possible. The other levels either start you inside the sphere of influence of the start checkpoint, so there's no getting around the timer starting immediately, or the sphere is big enough to span the entire hallway with no hope of going over, under, or around.
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Re: start vs. respawn checkpoints (#585)

Postby bonifarz » 30 Sep 2013, 07:07

Thanks for fixing this one, Quin.
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