so having pre-made scripts that are set out on a page could be an idea, however I see a flaw in that people could easily add extra minor 'upgrades' or automations to these without it really being noticeable visibly and so you would need some sort of demo tool that checks every single command being executed. Then there's the problem of not recording demos anyway; alot of SS/RTA runners nowadays are just streaming and saving their runs as a 'highlight' (Video On Demand) and so checking for cheating is already difficult enough, even impossible in some areas. Judging from this it seems that having a collection of permitted scripts could cause some pretty major complications; we already have a hard enough time checking for cheating in scriptless (though right now it is not really a concern).
You have to realize that all issues along this vein are completely valid but even more so for “scriptless” runs. Just because you made a category that has “scripts banned” doesn’t mean that people still can’t use them undetected. With scripts though at least you don’t have to worry about detecting things like use boost or _special jump if you’ve allowed it. So pretty much every flaw you’ve addressed with scripts is completely applicable to scrtiptless. Banning scripts doesn’t even scratch the surface of the problems of validation and using non-approved/given scripts and is a complete non-solution in regards to this. Scriptless categories have to do everything approved script categories have to do in this regard and then some more.
I’m confident arbitrarily deciding which scripts we like and don’t like is a lot easier and universally agreed upon than you might think. After all scripts with restrictions were used in all competitive multiplayer formats played by 10s of thousands of very hardcore competitive players over the last 17 years. It’s pretty clear yaw and pitch adjustments or even using +left +right +up +down is undesired, anything that is mimicking accurate controlled mouse movements is taking away from the best of human skill and not good for competition. Where’s things that spam a command like jump are on the complete other end of the spectrum, this is the least of human skill and not what the game is about, what people play of watch it for, or should have human skill focused over. Also scripts with lots of waits are clearly starting to create too much automation, any scripts I’d want allowed for a regulated, scripted, competitive category would not need to use more than 0.1s worth of waits, 10 waits at 100fps.
For segmented runs I’ve always been in support of the .5s (or similar value .6 .7 ect) adjustment, this time for a penalty was already agreed by most to be an appropriate and reasonable amount of time that leads to a reasonable and desirable amount of segmentation used. I didn’t support this changing the actual time for the run though. All competitive segmented runs should have the final time, just like any other run, number of segments used, and then to allow competitive accurate comparison the .5s penalty quotient or metric made just as a gauge with which to compare and compete for. The only other purposed solution I’ve heard is to have a set number of segments allowed for each game. This is reasonable too, but 1. This allows a bit less freedom on segmentation and 2. if routes change, large time saving strategies, ect, you’re number of segments starts to be less appropriate than what was originally intended, so this isn’t nearly as future proof or resilient. 3. you’d have to create lots of arbitrary numbers for each game, map pack, category (CB only, no jumps) ect. Where as the .5s is just deciding just one arbitrary number which adjusts the level of segmentation resiliently to all situations.
Furthermore, in regards to enforcing proof policy, preventing cheating ect. It’s great to look at analogous communities and what’s worked for them. I’ve been long time follower of the-elite.net for goldeneye and PD speedrunning and is my opinion has been largest, most successful and well managed speedrunning community to date, well ahead of it’s time compared to any other community (though they’ve been slow to pick up twitch). They have a rolling level of proof required depending how competitive your time is. Times that aren’t close to WR require no proof, just submit your number, though proof mods have duties to arbitrate and request more proof if it is felt a member is abusing this. I feel this would be fine for Half-Life too, I really don’t care to see proof for half-life runs over 37 minutes, demos are easy to record but at certain level it doesn’t even matter anymore, the time is just being made for the runners sake, enjoyment, and involvement, it’s hardly a concern or issue if people want to post fake 37:30 runs. Once you start getting closer to WR times though you’ve got be, 1, at least be providing a demo, it’s easy to record and contains a lot of useful information and that be used and parsed through with tools, slowed down, ect. It’s just too convenient and fruitful not to use and require. Another tool for recording with similar qualities is webcams, they’re easily acquired, most runners already have access or use them, and they tell of ton of information that demos can’t. They make cheating runs so much substantially harder, it’s just such a convenient way screen out a majority of potential cheating. I convinced Groobo to use one for his original portal runs to prove against all the various cheating allegations and Mike seconded the idea, it worked to great success. (the pretend to be playing along to a doctored video idea is debunked, it’d be hard if not impossible to play along accurately under that microscope scrutiny for 5s let alone a whole run.) I purpose all new WRs require a video showing keyboard mouse and monitor, specific guidelines for which would need to be decided (like 90% of all mouse activity) but it’s been proven to be a very reasonable thing to do, shouldn’t be hard to be implemented and think just for new WRs is a pretty good start for what we’re dealing with.