Threads
Gotland, SwedenEllieceraptor7 years ago

I can't quite figure out how to do that quicksave thing to break the load triggers to max your Agility like how m1_account did during his AGDQ run (Which was awesome, by the way). How does it work and how do you do it? Any help is super appreciated.

SpaceBotany likes this
Gotland, SwedenEllieceraptor7 years ago

So I started running this just a few days ago because System Shock 2 is the best game of all time and I like speedrunning. I also like autosplitting! Thus I decided to try my hand at creating my first one.

It's very basic still and doesn't include load removal. You also can't reset properly if you try to on earth. Probably most significantly, I can't quite figure out how to make it split at the end, since going to the main menu doesn't unload the string for the currently loaded level. Any help to fix these things would be greatly appreciated.

The ASL script: http://pastebin.com/SqwhVSvh or https://github.com/IndelibleRaven/SystemShock2AS/blob/master/System%20Shock%202.asl

Mucus.Middleton likes this
Gotland, SwedenEllieceraptor7 years ago

Hello! I've been speedrunning Normal Any% for a month or so now, and I kinda want to try my hand at a Hell run, just for funsies. There's some good information scattered here and there, but I haven't found a guide or page that goes through runes, gear, quests and other miscellany (Such as viable Ancients combinations, what class is the easiest, etc) you need for the run. I don't expect too much from myself doing a Hell run, but I still really want to try it. Any help is greatly appreciated. <3

Gotland, SwedenEllieceraptor7 years ago

So with the site redesign, it's become incredibly difficult to see the splits when they are submitted with a run. I personally find this incredibly annoying. While I really do like the old background, I would like to suggest finding a replacement for it that is darker to make splits visible. Also it might be time for a change! I don't really have any suggestions (Though the ASCII brain would be fucking rad), but if others agree with changing it we could start looking around and find something appropriate? What do all y'all think?

Soulcloset likes this
Gotland, SwedenEllieceraptor8 years ago

I submitted both Any% and Katana% for SUPERHOT for the Shots Fired 2: Reloaded marathon. I put very generous estimates because.. Well.. SUPERHOT isn't super marathon safe, and I am not the most consistent runner. But it would be really neat to show off the game!

https://forum.speeddemosarchive.com/post/shots_fired_2_reloaded_submissions.html My submission is on the second page.

Gotland, SwedenEllieceraptor8 years ago

Hello! Since this year marks the 20th anniversary of the release of Daggerfall, I thought I'd commemorate the game's ability to make me feel really old by trying to learn how to break it for speedy purposes. The tutorial seems to be fairly outdated when compared to more recent runs and I haven't been able to find any guides on the new routes and strats and the like. So, my question is, is there any place I can go to find that information, or even yet if there is anyone willing to take me under their wings for the time it takes to get me started.

Any help is greatly appreciated. <3

Gotland, SwedenEllieceraptor8 years ago

Hi! I've been doing quite a lot of any% running for SUPERHOT lately with my current goal being sub-25. I was just wondering if you wish to reset on Kickstart because you did something dumb, do you still need to reset story progress or can you just jump back into SUPERHOT.EXE without the run being invalidated? The reset animation is nice and all, but it's just long enough to kind of get on my nerves, especially on the days when avarice supersedes common sense. Thanks!

Gotland, SwedenEllieceraptor8 years ago

Use this thread to discuss strats and tech for specific levels.

CORPOREAL: Elevator cancelling: Most levels have moving platforms you need to bump into an operator to activate. What you'll see me do with a handful of them is to position myself between its path and another platform. This causes them to stop preemptively, which is most often useful for maybe a .3 or .4 second timesave, but a select few can be cancelled in a way that makes riding them obsolete. For example, on the screen with two officers and a row of employees you bounce on and then return to a few screens later, the moving platform can be cancelled by placing yourself between the operator that drops the box on the second operator that lowers the platform, halting it in such a way you can immediately jump on it and then continuing to the above area. Bear in mind, if you don't position yourself correctly you can either miss the cancel altogether, or even worse get trapped beneath the bottom of and the floor, which results in an almost guaranteed reset. Also, the physics apparently get confused when you do elevator cancelling because when you get on top of the stopped platform your dude can start twitching and erratically "fly" a couple pixels into the air. Perhaps this can be used for breaking the game eventually, but so far it's much too unpredictable to be useful.

Elevator pre-positioning: All levels have elevators and the way you leave them depends entirely on your position when you "lock in" when entering them. For example, if you are on the right side of the elevator when it closes, you will pop out on the right side as well. It's worth mentioning the position is fixed within the elevator's entity, i.e., regardless of the difference in rotation, position or scale of the entry elevator, you'll exit by the position relative to the sprite. For example, the first elevator in Purgatory is flipped upside down between entry and exit, and if you enter the elevator at the "bottom" of it, you'll exit at the "top". When you bop the elevator operator, you have a second to readjust your position before the doors close, allowing you to position yourself more optimally for when you exit. This is probably good for .2 seconds, depending on the elevator. Elevators are also very finicky when they determine whether you're in them or not when they close. I find that they're more reliable if you're unstickied and standing still. The trickiest positioning are those when you want to be in the air when you're locked in, e.g., the first elevator in Purgatory and Event Horizon. The timing is very tight, but just keep practicing and you'll get a feel for it. Also, elevators really don't know how to handle you if you're moving around after you're locked in. This is only applicable to the final elevator in Purgatory where you're floating into one. You'll exit it in weird positions and still floating upwards. This could probably be used to position yourself further to the right than it should be possible, but I haven't found the spot for it yet.

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