InValve games you are able to record demos that capture every tick of information, so players will record a full set of demos then put them into a program that counts the number of ticks. In Portal 2 (dunno about Portal) the tick rate is 60 Hz, so the time is ticks/60 (which is why any times you see down to the millisecond will be multiples of 1/60).
Exceptions are made at the start and end of a run for when the player actually gets control, usually deemed to be when the crosshair appears/disappears. Runners will open up the demos, step through them frame-by-frame watching the crosshair, then subtract that many ticks.
More generally as to how speed runs are "officially" timed, the most "official" (notice the quotes) body I know for speed-runs would be the Speed Demos Archive, who maintain a decent amount of runs across various platforms. They have an FAQ about how to time runs, but some communities can be strong enough to add game- or engine-specific exceptions to their general guidelines.
If a game displays a time upon completion, and this time is tested to be accurate, then the timer will be used. An example of an inaccurate game timer is one that doesn't display the exact time when a player saves, such as Star Ocean 2's timer, which drops seconds when saving. Some game timers don't count time at pause/inventory screens, dialogs, cutscenes, etc., so the time can be significantly less than the video length. Some games have a timer but it can't be seen at the end of the game. In most of those cases the timer will be ignored. For some games like RPGs, however, such timers are displayed in a menu screen that you would be looking at before the final battle; that time will be noted and real time from that point added on.
For games without timers, a simple real-time measure is used. When the player first gains control of the game's character, timing begins. At the end when control is lost, even if that's long after the final battle, the timing stops. Possible movement that can occur during or after the ending credits does not count. For segmented runs, timing for a segment stops at the first system-dependent activity, usually the actual saving. When loading, the timing resumes at the point when the game was saving or displaying the password. For runs over three hours, the seconds are dropped because slight variations in recording speed can become significant.
portal cannons are easy to make without a special block. portal 1 warps to portal 2, portal 2 warps to portal 2, up boost 1 block below portal 2, cannon firing angle from other boosts above portal, surround the "cannon" with blocks to prevent escape without being launched.
Comeing from someone who knows little about code, how difficult would it be to bring back the old physics? I know returning to the old magic system seemed fairly easy, would it also be the case with portals?
Well, bringing old physics back would break even more worlds than the last physics change. But getting rid of the portal speed limit would not break anything, it would just add another thing to the game to play with. I remember an old portal cannon level that actually went so fast you'd go through blocks. I'd love to see more of that.
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As long as you are enjoying experimenting, it might be worth comparing the results when using the two different adapters that are included with this motherboard: the Intel I219-V 1Gb Ethernet and the Marvell AQtion AQC111C 5Gb Ethernet
I didn't want it to be the Router
Is there any settings that it's worth looking into? Every thing is default but changing SSID and enabling IPV6 (which was suggested to solve my issue)
I haven't changed anything
Has a power off for 1 minute then back ON with the ISP modem and router been performed since last update?
Be sure to restart your network in this sequence:
Turn off and unplug modem.
Turn off router and computers.
Plug in and turn on modem. Wait 2 minutes for it to connect.
Turn on the router and wait 2 minutes for it to connect.
Turn on computers and rest of network.
Has a factory reset and setup from scratch been performed since last FW update? A complete pull of the power adapters for a period of time after the factory reset then walk thru the setup wizard and setup from scratch with a wired PC and web browser. Recommend setting the default DHCP IP address pool range to the following after applying and a factory reset: 192.168.#.100 to 192.168.#.200.
-do-I-specify-the-pool-of-IP-addresses-assigned-by-my-Nighthawk-rout...
I don't think we get credit for solving anything. With a 1.4GB ISP speed that is correctly identified by the router as 1.4GB, I definitely would expect an Ethernet connected device to measure above 700Mbps and to remain at that level during the entire test.
Accelerated Back Hopping (ABH for short) is a Glitch, and it's the main method of movement on OrangeBox Engine-based games. ABH replaces Bunnyhopping, which was fixed in the OrangeBox Engine. It is also significantly faster than bunnyhopping.
Jump forward, turn around in the air and jump right as you land. It's recommended not to hold S or W (or your respective keys for moving forwards and back) while ABHing. Binding +jump to mouse wheel or using a jumping script is recommended as it makes timing jumps a lot easier.
Your speed is capped when the speed on your jump exceeds a certain threshold. When this happens, the game will try to slow you down by applying speed opposite your viewing direction, rather than your movement direction. As such, when you are moving backwards, the game will effectively accelerate you.
The amount of backward speed the game applies on you is based on your speed the moment before the jump; so the faster you are when you jump, the more speed you'll get.
Because of this, you can accelerate extremely fast, much faster than bunnyhopping.
The speed threshold is dependent on your movement state when you jump. The table below will show these thresholds and the maximum speed you can get on your first ABH after doing a sprint jump (a normal run-up jump if without a suit), turning around exactly 180 degrees then entering the specified state. Note that some conditions will not give you speed because of how the speed is calculated.
Normally an ABH is done by doing a backward sprintjump, crouching in midair, landing then continue jumping without holding any directional keys. In the calculations below, we'll assume that inputs are frame-perfect without any loss of speed.
Let's imagine a player doing crouched ABHs in a straight line. When the player begins their run up by sprinting backwards and then jumping, their speed would be negative. Right before the next jump in the ABH sequence, their speed would be at 352 UPS. Ideally at this point, since they're crouched, mv->m_flForwardMove should be at 190; but because we are not holding any directional keys, it is 0 instead. This means our additional speed we get will also be 0.
Because your speed is over the threshold when landing (we land at 352 UPS which is higher than the 209 UPS threshold when crouching), the game does the speed bounding routine. However, since our flSpeedAddition is 0, this will come out as negative.
Once you've gained some speed while ABH-ing, you can turn around and start pressing S every time you jump, allowing you to see where you're going.In games with relatively high air acceleration like Half-Life 2, the more precise your S-taps are. the more speed you'll preserve since the longer you hold S the more you decelerate yourself while in the air. On the other hand on games like Portal with lower air acceleration, you can simply hold S to do AFH's.
+strafe method
A more modern method of getting AFHs is to use the strafe modifier +strafe. When bound to a key and held, mouse movements are converted into player movement, with velocity and direction based on how fast and where to the mouse is moved. This means a downward mouse movement in this state is equivalent to pressing S. However, movement while in this state can be considerably slower than normal WASD movement, and as such the penalties for missing the "S tap" can be much lower, allowing for faster AFHs and more opportunities for getting an AFH with minimal to no run up.
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