Reacties
New York, USAMucus.Middleton5 years ago

Door leaning should still work on OldDark, though I haven't tried it.

Gentle clipping the door to the nacelles seems to be impossible, the door frame around it and possibly the door itself is too thick to clip through. Sad tho, I wanted to see how different the run could be too.

The biggest issue that I ran into in OldDark is the game forcing the player back in bounds after invincibility and all attempts to do relocation skips (half of which are impossible to do on OldDark since those mantles are only really possible with new mantle). Turning off new_mantle and doing this in NewDark does allow for relocation skips HOWEVER jumping at any point, either after the invincibility or after successful relocations (which can't be done normally, I did this through loading a previous save) causes the player to be forced back into bounds by automatically mantling the floor at the jump command. Also, since new_mantle is the reason why a person can mantle onto those necessary ledges for relocation skips, it seems that gentle clipping and OldDark is objectively slower.

straightbozo en matthewreality vindt dit leuk
New York, USAMucus.Middleton5 years ago

From a recent playthrough, some things I've found from testing are some major differences between OldDark and NewDark.

  1. OldDark allows for gentle clipping. The issue with this find however is that there doesn't seem to be many practical applications for it (at least for now), as using it on doors will only get a person stuck. A lot of the doors that can be skipped via relocation clips can be gentle clipped but there's a high chance of getting stuck on the doors and wasting time.
  2. A major one is that you can't relocate skip on rec. After the death glitch in medsci, the game on OldDark forces the player to stand back up after jumping (rather than being much lower which is required for the skip on rec).
  3. Relocation clips do not work on OldDark. NewDark also has the option of disabling new_mantle in cam_ext, which allows gentle clipping but makes a some of the clips needed for relocation impossible
straightbozo vinden dit leuk
New York, USAMucus.Middleton5 years ago

Interesting glitch that allows you to clip through walls on OldDark. Can be done on NewDark by deactivating newmantle in cam_ext

New York, USAMucus.Middleton5 years ago

I guess in an attempt to freshen up the runs for this game, is it worth trying OldDark? It's been confirmed that gentle clipping exists in SS2 (a glitch prominently used in the Thief speedruns) and it shows great promise but I'm not so sure if it's worth going back to OldDark, depending on how many glitches are exclusive to NewDark. That being said, the only issue is that both the GOG and Steam version come with NewDark thanks to Nightdive.

After a bit of testing, it seems OldDark is just worse to run compared to NewDark. The relocation clipping is an important and a heavy time-saver compared to gentle clipping, which is a lot less consistent and leaves little room for error. My run ended with Ric at the pod door near the rumbler. Of all the doors, I wasn't able to gentle clip through it and without relocation glitches, the only way to get through the door (unless some other clip spots or glitches are found for OldDark) is by destroying all the black eggs. It seems that NewDark is far faster than OldDark

straightbozo en LeonRez vindt dit leuk
New York, USAMucus.Middleton5 years ago

Just wondering if it's still possible to door glitch on the source port version or if there's been any luck at doing so

topic: Doom 3
New York, USAMucus.Middleton6 years ago

People run Classic Doom 3, y not Shambler's Castle too

topic: Doom 3
New York, USAMucus.Middleton6 years ago

I see what you mean. If people do suddenly decide to run vanilla D3 and start using some 3rd party mods, some of which do indeed unlock frame rates (sikkmod) or allow players to see 'better' in certain scenarios, that would give a really unfair advantage. If I do a run on vanilla D3, I won't use any mods.

topic: Doom 3
New York, USAMucus.Middleton6 years ago

I was thinking of graphical/texture mods that don't interfere with the actual content of the game could be allowed, since the game does look pretty dated by today's standards. I know mods like Sikkmod wouldn't pass (due to the fact that sikkmod allows you to modify certain in-game properties, which is basically cheating), but there are some lighting and texture packs I would like to use if I were to do a run.

topic: Doom 3
New York, USAMucus.Middleton6 years ago

Just wondering what kind of mods, if any, are allowed for runs involving vanilla Doom 3

New York, USAMucus.Middleton6 years ago

In a recent practice run, something weird happened. On rick1, in the few rooms before the rumbler room, a door refused to open on me. It was the room with the radiation (from the rockets). The door wouldn't open on me until I pressed the switch in the room adjacent. I feel that this might've also been added recently :/ Thing is, it didn't happen to me before up until this week.

EDIT: I've reloaded saves from a newer run (quick save) and it still stayed closed on me until I pressed the switch to the rockets. Weirdly enough however, I reloaded one of my practice saves (from the older patch), and the door would open without the switch being pressed. Started a new game, and the door was closed unless the switch was pressed.

New York, USAMucus.Middleton6 years ago

I've compared using the "toxin" grenade compared to both EMP and regular frag grenades with unmodified heavy to the max heavy upgraded in the average any% run (usually being 4) on SHODAN, with the unmodified grenade launcher and the grenade launcher with level 1 modification. Number of grenades next to type denotes how many grenades it takes to kill SHODAN.

[center]UNMODIFIED GRENADE LAUNCHER Heavy 1 (Unmodified) Frag: 6, Disruption: 7, EMP: 6

Heavy 4 (average any% heavy stat at end) Frag: 4, Disruption: 5, EMP: 4

Heavy 5 Frag: 4, Disruption: 4 or 5, EMP: 4 [/center] [center]GRENADE LAUNCHER W/ 1ST MOD Heavy 1 Frag: 3, Disruption: 3 or 4, EMP: 3

Heavy 4 Frag: 2, Disruption: 3, EMP: 2

Heavy 5 Frag: 2, Disruption: 2, EMP: 2[/center]

Clear difference, the level 1 mod does double the damage of the grenade launcher, and I think the grenade launcher in such a way has always been legal (earlier any% runs used french-epstein devices iirc). Though, it's your call whether you think it's more consistent in a run or not. I would try but I'm caught up with college work. Judging by this, I think sticking with frag grenades is the better choice regardless, whether you're using the modded gl or not.

straightbozo vinden dit leuk
New York, USAMucus.Middleton6 years ago

SS2 has gotten a patch on 9/29, with a few bug fixes, including one involving some conflicts between SS2, the Steam Overlay and Windows 10. It should be pretty stable by this point.

New York, USAMucus.Middleton6 years ago

As of September 29th, System Shock 2 has been updated on Steam to help be a bit more stable with Windows 10, fixing a bunch of bugs and glitches (all the glitches used for speedrunning are untouched) and a few fixes for a more modern experience. The game feels much smoother (at least from the last time I've played). I haven't checked whether the GOG version was patched as well.

How does this impact the speedrun? Not by much on the Steam version, as the pipe in the first section of rick (which was present in far older versions of the game) is the only addition this update has made, right before the mantle-relocate glitch on the ladder. Another change is the change of the .exe file from Shock2 to SS2, which means a slight tweak to the autosplit file is required (changing Shock2 to SS2).

https://imgur.com/a/BiUyi (caps of the pipe, before and after patch 2.46)

https://steamcommunity.com/games/238210/announcements/detail/1493364699937085089

straightbozo vinden dit leuk
New York, USAMucus.Middleton6 years ago

I've only gotten stuck once or twice from the front, and I think it might be the relocate marker location.

New York, USAMucus.Middleton6 years ago

Once you get the marker in the right place, hold crouch then relocate. Keep holding crouch, turn around, then lean forward (use whatever you have it bound to) to slide off. Once you hit the floor, let go of crouch and you'll be able to clip through. If you get stuck, the marker wasn't placed right.

New York, USAMucus.Middleton6 years ago

Crouch and hug up against the little slope in the room with the Rumbler, then mount and place a relocation marker. Make sure you put down the relocation marker as you mount, during the first part of the mount "animation" (the slight climb¤, followed by the inward movement of your character, and then the finishing climb), the timing to place the marker could seem near instant.

languemar vinden dit leuk
New York, USAMucus.Middleton6 years ago

Basic steam install. It works near perfectly other than the rare crash.

topic: The Site
New York, USAMucus.Middleton6 years ago

Hello. I'd like my name to be changed to "Mucus.Middleton" to match my Youtube channel's account name. Thanks and sorry for the trouble

New York, USAMucus.Middleton6 years ago

Just wondering why aren't the Any% OOB runs on this leaderboard?

New York, USAMucus.Middleton6 years ago

Sorry for being really late to pretty much everything, but Ellieceraptor, do you mind if you could share the address of the final cutscene?

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