Forum posts

Forum: Alien Swarm

Thread: Mortar bug at the bottom of Cargo?

Started by: TheMasterTheMaster

Huh, interesting. I am pretty sure looking at the new 1:59 that it is not spawned, you can usually see its two glowy bits on its back from the top of the elevator if you look down. It was very obviously spawned in the 2:06, though. I guess I need to work on my technique, I must be falling too low still. At this point I suppose its spawn doesn't actually matter as much because if it does attack you, you were too low and would get a bad time anyway.

So, with that out of the way, now we examine my findings. I can give it a few more tests, but it did indeed look like I was managing to stop it from spawning (as you did accidentally in the current record), which leads me to question... what other spawns may change in other levels by doing this odd difficulty switching bug? You can test if this mortar has spawned by using the scope mode of the sniper rifle, it will already be waiting there even before you get to the pit after the long hallway, you can see it through the floor in the upper-right portion of the screen from around that area.

I almost don't want to find out if other maps are affected because the last thing I want to do is have to double restart every run just to bug out the spawns by loading easy. That sounds like a nightmare!

Guess I'll work on my Cargo OOB more.

 

Forum: Alien Swarm

Thread: Mortar bug at the bottom of Cargo?

Started by: TheMasterTheMaster

So, trying Cargo tonight I lost a few very clean runs frustratingly to the mortar bug that can appear on the exit platform at the bottom of the elevator as it seems the OOB is impossible with it there. What's up with that spawn? After some experimenting I have some findings I think, but I am really hoping there is an easier way to deal with this spawn that I just don't know. The WR video seems to show the mortar not spawned at all.

After experimenting, it seems that starting to play the map on easy, calling a restart, and switching difficulty to brutal causes it to not spawn for that one try. This was successful for a few godmode tests in a row. The problem is to reliably reset that I would need to start easy, reset, and switch it to brutal ¤every¤ run, and I really, really do not want to grind that out.

So, is there some trick I am not aware of besides this method? Please tell me there is...

 

Forum: Alien Swarm

Thread: Points to cut at in a full-game run

Started by: TheMasterTheMaster

I'm definitely going to give it a try... famous last words.

Or I can try it on Brutal.

Just kidding.

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Forum: Alien Swarm

Thread: 4-player co-op team

Started by: OninOnin

The cargo elevator OOB would actually still be possible if one player ditches to the left when the elevator starts and the other player goes over the railing. The reactor door as well would still be a big time saver because you can hit the button at the end door much faster by getting there using OOB.

Hmm. It would change Cargo, Rydberg, Sewer (probably), and Timor.

Actually, what about an additional proposal, because I am really thinking the one category uses so much abuse a balance would be nice. How about a 100% no abuse, discounting both death abuse and OOB abuse since it really does break some maps pretty badly and I wouldn't mind seeing the lower part of Rydberg again. That would change...

No barrel strats on Landing.

No outside of the elevator on Cargo. Not that the ride is particularly difficult on Easy, but this would be a bigger deal if the category was run on higher difficulties.

Deima remains unchanged, I guess? It's not actually out of the map, only on top of the console is maybe questionable. Might want to consider any part not a walkable "path" not allowed, which may discount the console.

Rydberg obviously changes significantly. Finally have to hack again!

SynTek mostly unchanged, but no shieldbug strats on Brutal, and Insane if it's on that difficulty too.

Sewer unchanged, although a death might be faster with one player using that ledge skip.

Timor changed a bit and the danger is added back to the tech's return trip. Jump to the bridge questionable? But you can definitely argue that is a walkable path, the gate just isn't open yet.

Note that I am thinking of this for a full run. Probably would be too convoluted to also have this for the individual levels so it isn't necessary there.

Thoughts? I wish there were more people to run this game, it would be nice to have more ideas around. If only Valve had created a sequel...

 

Forum: Alien Swarm

Thread: Points to cut at in a full-game run

Started by: TheMasterTheMaster

Hmm, alright, I guess I can just keep them in. I was actually thinking it would be incredibly easy, if the loading screens are removed, to cheat by piecing together individual runs, unless something is different in a campaign run starting from Landing Bay that I am not thinking of. Might be something to keep in mind, although this community doesn't seem like it will be big enough anytime soon for this to have a chance of happening anyway.

With loading screens and mouse cursor capture, however, it would probably be impossible to do since I can see my cursor between loads.

Anyway, working on uploading a run now. It's even coming with splits!

Also, instead of making a new thread I may as well ask your opinion on the matter here. Since the category is for Any% without specified difficulty, I take it you are thinking any difficulty potentially goes so long as the time is good? I may try running it on Hard or something instead because of the speed multipliers. It may make a difference, although it is also more dangerous.

 

Forum: Alien Swarm

Thread: 4-player co-op team

Started by: OninOnin

Yeah, back then we had never considered using deaths. I guess it didn't really feel like a completion with them, but it makes sense to have a category that utilizes them since it does fulfill the map completion requirements. Even now, I would wonder if there should be a deathless category, which could be the 100% category considering, well, 100% of your teammates are making it out alive. Would make the run far more challenging too. If we ended up getting lucky enough to be accepted into GDQ, a deathless run is our goal.

Not sure on what the ping is from Netherlands to the east coast of the US, but I know somebody in Munich that usually gets very low or just under 100 ping to servers very close to me. Also, this game is very strange in how it handles servers since create game is actually using dedicated servers (even solo!), while using the map command from the menu launches a local server. All of their dedicated servers right now seem awful and very laggy. Figuring out the map command launches a listen server did wonders.

 

Forum: Alien Swarm

Thread: Points to cut at in a full-game run

Started by: TheMasterTheMaster

I will probably have a solo to submit soon so I just wanted to confirm the precise points you used to cut frames at to remove loading for a full-game run. From the looks of it, you cut the first loading screen frame after that dot on the map moves to the next area, and to the very first frame as it fades in to the next map's lobby? I will have to re-encode my OBS recording to cut it that closely unfortunately but it should go alright.

 

Forum: Alien Swarm

Thread: 4-player co-op team

Started by: OninOnin

I would have to ask my friend about that. I am not sure how interested he is in running outside of practice for a possible GDQ run, though.

On a side note, did you see our four-man run on SynTek a long time ago? The coordination was quite nice, although now that shield bug trick to get to the elevator quickly would blow the time away. Still, for a full, OOB-less run I'm not sure it could get better.

I'm the upper-left "ooh that was nice" guy and the friend I am running with now is upper-right. Notice how the elevator button lights up just as lower-left gets there. Good stuff!

ShadowDraftShadowDraft likes this. 

Forum: Alien Swarm

Thread: Instant hacks

Started by: OninOnin

Oh hey, a forum. Look at that. Hi.

Yeah, I was aware of this from five years back when my team was running. I was always the hacking guy and would get so giddy when it happened. Across far too many resets that I don't even want to begin counting it probably only happened to me a few times. It is exceptionally rare for some reason... the hack must not be quite completely randomized, there has to be different chances for numbers to be certain lengths apart otherwise I'd have to imagine this would happen much more often on Landing Bay, at least.

I actually wasn't aware that the E double tap would cause that if it autocompletes but it makes sense. When we were initially running five years ago I had no idea about the E double tap so when I did get an instant hack it saved quite a bit of time, but I guess it isn't reliable anymore. I wonder if it actually wastes time now since that intro screen is so painfully slow? Ah well...

 

Forum: Introductions

Thread: Hello! Just signed up and starting to submit Alien Swarm runs!

Started by: TheMasterTheMaster

I had run this game five years ago with a team and am now returning to submit new runs and get some times recognized.

I still know one of the guys from that original team and we have watched the GDQ streams for the past couple of years. I keep thinking to myself while watching the runs, "man, it'd be amazing to be there with everybody running something", and then I realized... Alien Swarm! I asked the friend if he would be interested and he agreed. We are now practicing the game again to get times up with the aim to ultimately submit to the coming AGDQ or next summer's SGDQ. It's a crazy thought but I think we can get there.

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