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Author Topic: The Fallout record is true, but people argue...  (Read 496 times)
Anonymous
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« Reply #15 on: May 28, 2006, 22:06:42 »
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I've already checked Rules and FAQ pages. Didn't find anything useful about this case on the FAQ page. Thanks for the link though! Tongue

However, rules page had some coverage about this, also the reason I decided to bring this to the forum:

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What if I disagree with your rules?
Discuss it on the forum and explain why. We're always open to suggestions and welcome intelligent discussion. If enough people hate something maybe we'll compromise... it's already happened.


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Glitches: Many speed runs utilize glitches, unintended side effects of the game's programming, to their advantage. There are some glitches which won't be allowed, though: generally any glitch that allows you to leave the normal bounds of the game world or to magically teleport between distant locations will be forbidden. Anything involving removing or altering a game disc/cartridge or files while the game is running is forbidden. Probably any other glitch will be allowed, but exceptions might be made on an individual basis. Runs using borderline glitches will probably be allowed in separate categories from runs that don't use them.


So, there is no clear rule for this case, the fallout 1 run.
It abuses a bug/glitch which allows to make significantly faster/riskless run than would be possible without utilizing the bug in question.

This should be noted, since it's pure speed run and this glitch makes it faster by making otherwise impossible options possible: skipping the fights in mariposa military base and random encounters.
Compare to the fallout 2 run, where the runner had to raise his outdoorsman skill to avoid random encounters and plan his route so he could avoid most fatal encounters. Still, he almost got killed by such encounter! Otherwise, avoiding combat wasn't such a big issue in Fallout2, but it meant a lot in the Fallout1 run. Also note that the same glitch works in fallout 2.

Can this really be considered legit run?

Your opinions, please? Any fallout fans around to bring their POV into this?
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Ekarderif


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« Reply #16 on: May 28, 2006, 22:27:01 »
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My opinion is that you're a moron.
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For the record, Ekarderif is properly abbreviated to either Poser or Your almighty lordship.
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« Reply #17 on: May 28, 2006, 23:01:34 »
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My opinion is that you're a moron.
Well, thanks for your opinion! Wink

Seriously: I'm not trying to troll or turn this into a flame war if those are your thoughts. Let's stop the trolling, please.

I did show the fallout run videos to a couple of friends, who like the fallout series and know the games well.
They were like "wtf is this sh**, that's cheating" about the enter/exit combat bug. (Also, they didn't get all the other tricks used in the videos, but I explained those.)


This'll probably end up as borderline glitch. Some people will consider the glitch cheating, some won't.
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henkie



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« Reply #18 on: May 28, 2006, 23:32:27 »
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I verified the new Fallout run, and I don't see any reason why it should not be considered legit. I knew about the glitch with ending combat and starting it again immediately to stop the enemies from responding beforehand and I didn't think it all that game breaking. To me, this is the same game engine abuse as for instance rocketjumping or bunnyhopping in Quake. I don't see why this should not be allowed. Also, boosting the Outdoorsman skill in the original Fallout is pointless, because you don't get the option to avoid an encounter altogether. And even if you could, one might wonder if that is faster, because you really need those skills he tagged.

The fact that this glitch was not fully (ab)used in Fallout 2 just means that the run of Fallout 2 can still be further optimised (if I could find some route improvements along with that glitch, I might try it myself). Also, I don't think he took a special route to avoid any random encounters, because it looks to me like he took the most direct route to San Francisco. Though maybe going to Navarro would be faster if you could avoid fighting with this glitch. Interesting... Though you'd probably still need to visit that merchant in San Francisco for the Psycho, Super Stimpacks and explosives. I'd have to take inventory to see if you can get those things in Navarro.

Anyway, there will always be people that don't agree with the use of some glitch. I know the HL2DQ project got a lot of comment of people who disliked the flying, and wanted to see a run without that particular glitch.
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hopla
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« Reply #19 on: May 30, 2006, 17:58:51 »
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Comparing using a glitch in the game to editing game files is asinine. One is in the game for everyone to use, the other is changing your game to function differently than everyone else's. If you can't understand the difference... well... I'm sorry.
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DTaeKim


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« Reply #20 on: May 30, 2006, 19:19:13 »
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I have to agree with everyone else and I find your analogy to be completely ridiculous.
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Phauxe



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« Reply #21 on: May 30, 2006, 22:07:05 »
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My opinion on any Speedrun.

But before I get to that.  Note the bolded part of the word Speedrun.  That in essence, is what describes what we do in our "run" of a game.  We try for speed.

Now we do have some borderline rules setup in SDA, but even those are very flexible.  In the very end, most of the time, what we do here boils down to my philosophy.

IF IT MAKES THE RUN FASTER, USE IT!!!

Forget "honorable" play, as long as you don't cheat.  And the difference between the t and replacing with a p is huge.  Cheap does not mean a run cheats.  But cheating makes a run cheap.  Do you understand what I'm going at here?

But please, let's avoid a flamewar Wink
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« Reply #22 on: June 04, 2006, 20:14:19 »
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Well said, Phauxe.
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lag


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« Reply #23 on: June 04, 2006, 22:27:33 »
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The combat entry/exit bug is a small bug which does not violate boundaries nor enter a 'secret world'.

I would deem it too useful not to use.
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