Komentarze
wątek: Painkiller
AustraliaKL0P55 years ago

Thanks but no it doesn't work for some reason. Just get an error when I press the RUN button so I'm using something else.

I've knoced my PB way down but there's still a few strats I just can't do for some reason. How the hell you're supposed to jump up that giant sphere thing in military base I have no idea. That's probably the one that's losing me the most time. Saves like 5 minutes, yeah? Maybe more.

wątek: Painkiller
AustraliaKL0P55 years ago

Steam version. You're right, I've figured out the problem - the program I'm using to force it to play windowed is capping it to 60.

What does everyone use to play windowed? The program in the resources tab on this site didn't work for me.

wątek: Painkiller
AustraliaKL0P55 years ago

Thanks.

I bound the framerate keys but even using setmaxfps 0, the game is capping at 60. Is there some hidden vsync command I'm not aware of?

As far as strats are concerned pretty much anything that involves jumping just can't be done. I can't juggle dudes upwards with any amount of consistency and wall climbing is impossible. I must have jumped into the wall in Castle for an hour and couldn't get up there even once.

wątek: Painkiller
AustraliaKL0P55 years ago

I'm currently learning this game but some of these strats just seem impossible for me. What exactly does framerate affect and how low or high should it be?

AustraliaKL0P55 years ago

There's not really any rules. So long as you don't use any cheats or console commands and you use the autosplitter anything goes. Community version is allowed. Frames don't need to be limited you can have them as high or low as you like.

AustraliaKL0P56 years ago

We definitely need a load remover now that I've fixed my framerate problems.

@Cube Yeah, we're both on sofplus. I just deleted all the hud changes and the menu icon because I like the original look.

@Ewil With improved framerate I can still make those jumps and can still get superslides.

AustraliaKL0P56 years ago

Yeah what we've been saying is that charger's loadtimes cancel out my lag so basically we're at no advantage/disadvantage. There's also certain jumps I can make that he can't for whatever reason but my game also crashes more often. We're basically perfectly balanced. A loadtime remover would be cool but maybe split the run into loadless and w/load times on the leaderboards.

Thought about running again yourself? Would be fun to have another join in.

AustraliaKL0P56 years ago

I'll certainly think about it! There's so many levels in this game though I would have to limit it to whole missions only.

AustraliaKL0P56 years ago

Thrilled to see this game being run and I really want to join in the madness but it's just so frustratingly anti-user and hard to record that's driving me insane. I think I've finally gotten to a position where I can play windowed mode and record both the screen and splits at the same time but for some reason once recording starts the mouse screws itself and I have to play the game with my view doing a 180 whenever I turn. It's like the framerate drops and causes like an auto-look spring to happen when I turn left or right. If I can figure out a way of getting this resolved I'll be going for some runs.

In the meantime, enjoying watching you guys find new stuff I haven't seen before and getting the game under 40 minutes. Great stuff.

AustraliaKL0P57 years ago

I'd like to request to the mod that we have separate categories for running this game with the weapon inaccuracy setting toggled on (default) and toggled off (set in custom game).

Having the setting on makes the game harder, but I feel it's part of what makes the game unique. This game is rather notorious for having ridiculously bad accuracy and recoil, and having the setting off takes a bit of that character out of the speedrun as well. Of course since it is a togglable option and does make the game easier to run, those who wish to use it should also be able to.

However since the difficulty disparity caused by this setting is so large, it doesn't seem fair to compare those who use it and those who don't in the same category.

I would also like some rules defined for each category since we still don't have any for this game, and now with two active runners I feel like we should have something defined.

Thoughts from the mod?

lekolega i Eviscerator_MK2 podobało się to
AustraliaKL0P57 years ago

The scripting is so broken in this game that playing it in a single segment can often be an rng nightmare with so many softlocks that getting hit by even one can cost a lot of time. I'll try and list all of the ones I've found in this thread so that anyone planning on trying this game can be aware of them.

Pureza:

  1. Going too quickly upon first loading the level can cause Taylor not to spawn, breaking the door trigger.
  2. One of the most common ones. When skipping the cutscene the game often forgets the mission 3 loadout screen, trapping you in the level. Can be somewhat mitigated by saving before the cutscene starts and reloading.

Bunker: Again, the final cutscene can often forget to bring up the mission 4 loadout screen. Save before opening the door with the keycard.

Seaward Star Interior: It's possible to trap yourself on ladders when coming out of the explosive rooms. Not sure if this can happen on other ladders in the game but it only seems to happen in this level. Best avoided by not jumping into ladders as it messes with your hitbox.

The Armory 1:

  1. Entering the elevator before Sam breaks his AI and stops him activating the switch.
  2. The final cutscene again forgets the mission 5 loadout screen. Save before entering the room after the "Can't save here" script is deactivated.

Prison: The final door can be unpickable even after killing the boss. Avoided by doing some precise platforming on some crates.

The Armory 2:

  1. Jumping on some rubble too soon can cause an invisible wall not to disappear.
  2. The level sometimes does not end when taking Sam's body to the trigger point.

The Shop Level Two 2: Running out of ammo in the tutorial breaks the game as the ammo pickups are not actually collectable.

Perimeter: Quicksaving and loading on the same frame that unlocks your save during the parachute sequence will teleport you into the sky and freeze your movement.

Labs 1, 2, 3: Planted explosives sometimes don't detonate.

Lab 4: Mission 8 loadout screen doesn't load after skipping cutscene. This is the worst softlock in the game as it costs roughly 57 seconds to repeat the cargo lift sequence. Saving is disabled before the cutscene. So far the only reliable way of getting past this is to just watch the cutscene.

So far these are the only instances I've found but with the way this game is scripted I'm sure as I keep playing it I'll find even more.

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