ToME Speedrunning

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Message
Author
San0ix
Wyrmic
Posts: 230
Joined: Fri Mar 28, 2014 11:56 pm
Contact:

Re: ToME Speedrunning

#16 Post by San0ix »

dukereg wrote:BTW can you minimise the game saving time by toggling the menu option, or does that come out about the same?
One option makes it so you have to wait for the saves, which is slower. The other one I'm not sure about
Spamming Windtouched Speed since 1.5

Faeryan
Sher'Tul
Posts: 1308
Joined: Wed Jan 07, 2004 5:01 pm
Location: Finland

Re: ToME Speedrunning

#17 Post by Faeryan »

The save optiona when done wrong used to cause issues few versions back. Don't know if it still does.
Stronk is a potent combatant with a terrifying appearance.

San0ix
Wyrmic
Posts: 230
Joined: Fri Mar 28, 2014 11:56 pm
Contact:

Re: ToME Speedrunning

#18 Post by San0ix »

Faeryan wrote:The save optiona when done wrong used to cause issues few versions back. Don't know if it still does.
I tried out all the options, nothing caused any troubles really. Tne biggest problem was always the "generating level" stuff
Spamming Windtouched Speed since 1.5

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: ToME Speedrunning

#19 Post by grayswandir »

Speaking of realtime, the engine already has a built-in realtime mode. It probably wouldn't be too difficult to make a mod/difficulty/something that swaps it in. That'd make for an interesting speedrun, eh?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

San0ix
Wyrmic
Posts: 230
Joined: Fri Mar 28, 2014 11:56 pm
Contact:

Re: ToME Speedrunning

#20 Post by San0ix »

grayswandir wrote:Speaking of realtime, the engine already has a built-in realtime mode. It probably wouldn't be too difficult to make a mod/difficulty/something that swaps it in. That'd make for an interesting speedrun, eh?
You could just look at the character dump after you won the game/sacrificed yourself. Thing is, the timer shown there doesn't show seconds, which is obviously very inaccurate for speedrunning :/ If you could mod the game to also show seconds, then that'd be great though^^
Spamming Windtouched Speed since 1.5

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: ToME Speedrunning

#21 Post by Crim, The Red Thunder »

Would depend enormously on computer. I used to use it on my old one, and while there was less time loading into a new area, it lagged my movement and commands. A really good pc on the other hand, would be done in seconds anyway, and you likely wouldn't see enough change to make a difference. And fps in tome would be wildly varied, a stable speedrunning environment would probably at some point want an addon that could cap fps so higher-end computers wouldn't automatically get better times, because they could autoexplore faster.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

San0ix
Wyrmic
Posts: 230
Joined: Fri Mar 28, 2014 11:56 pm
Contact:

Re: ToME Speedrunning

#22 Post by San0ix »

grayswandir wrote:Speaking of realtime, the engine already has a built-in realtime mode. It probably wouldn't be too difficult to make a mod/difficulty/something that swaps it in. That'd make for an interesting speedrun, eh?
Opps, I was wrong, actually. The timer you can see on the character dump is accurate and shows seconds so I guess that's the best way to do things
Spamming Windtouched Speed since 1.5

Post Reply