Commenti
discussione: Grim Dawn
California, USAFreezardB8 years ago

Well tbh now that the crucible is in the route that glitch is kind of outdated anyway, since you can level just about as fast from the crucible

discussione: Grim Dawn
California, USAFreezardB8 years ago

What are people's thoughts on adding a rule that says "Glitches that require the use of a previously cleared character are banned"?

I've been getting questions from a few viewers/commenters on why we don't use the early ultimate glitch since there's nothing in the rules that says we can't, and that would clear that up.

Boarum piace questo
discussione: Titan Quest
California, USAFreezardB8 years ago

I haven't been able to check for myself since I'm at work, but a commenter on one of my runs on Youtube said they patched out the lag spots, and I checked the patch notes and they seem to agree with that.

Anyone know more about this?

discussione: Grim Dawn
California, USAFreezardB8 years ago

So I see no reason why the patch files that are already up wouldn't be able to also convert 1.0.0.9 back to 1.0.0.7, but if people run into problems with that just let me know.

discussione: Grim Dawn
California, USAFreezardB8 years ago

Okay, I re-uploaded the patch with Crucible files that are accurate to the 1.0.0.7 GOG version (i.e., the 1.0.0.6 Crucible files, because apparently it never got updated for GOG). Not ideal, but at least it's veriifiably accurate to at least one version of the game.

discussione: Grim Dawn
California, USAFreezardB8 years ago

FYI - I pulled the version that was up because I had updated it with Crucible files and then I realized that the Crucible files I updated it with were the wrong version. I'm going to fix it tonight and reupload.

Related, if anyone has a copy of mods/survivalmode/database/database.arz from a clean 1.0.0.7 install, that would be very helpful to me, since mine corrupted and I'm having to patch it back together by hand.

e: I'm seeing conflicting accounts of what was actually in the Crucible as of 1.0.0.7. Also apparently the Steam and GOG versions had different Crucibles at that point maybe? I'll... figure something out, I guess?

discussione: Grim Dawn
California, USAFreezardB8 years ago

So hey guess what

Turns out it helps the run Kappa

discussione: Grim Dawn
California, USAFreezardB8 years ago

I updated the package in the Google Drive to include the Shaders.arc resource file - not having this in the package was causing weirdness with the AI (blocks not showing up on minimap, UI elements generally looking "off", etc.).

I'm going to play around with this a little more and see if there's anything else that needs to be in the package, but as far as I can tell it's good to go now. It's still under 15MB so that's good.

discussione: Grim Dawn
California, USAFreezardB8 years ago

Here is the link to the aforementioned patch files: https://drive.google.com/open?id=0B0AgvOZ8ZbbOQVRRWjI3YmNrTzQ

After playing around some with 1.0.0.8 tonight I have more or less made up my mind that I'm not running on that version.

e: I'm having technical difficulties with this right now, I need to look more into what files actually need to be in this.

discussione: Grim Dawn
California, USAFreezardB8 years ago

I have a zip of 1.0.0.8 -> 1.0.0.7 unpatch files put together - all zipped up the total size is about 13mb so it should fit on the page as a resource just fine.

If we do end up going this route maybe we can add something to the rules to the effect of "We recommend playing on the 1.0.0.7 version for speedruns - check the Resources page for files to unpatch from 1.0.0.8 to 1.0.0.7."

The files would also work to convert any future versions of the game to 1.0.0.7 as long as none of the resources (maps, models, conversations, sound files, etc.) change. None of that changed from 1.0.0.7 to 1.0.0.8 so this was a lot cleaner than I thought it'd be.

discussione: Grim Dawn
California, USAFreezardB8 years ago

Ultimately it could end up being like a Dark Souls situation, where people play on one given patch until a DLC comes out and then they switch because the old patches don't support the DLC. Who knows though.

e: But yeah when the DLC comes out we're for sure going to have to make current any% an any% no DLC category, or make an any% with DLC category.

e again: I'm not giving up on 1.0.0.8 quite yet though, but definitely what I've seen of it doesn't look promising.

discussione: Grim Dawn
California, USAFreezardB8 years ago

I tried 1.0.0.8 for a little bit tonight, and it could just be rust or the fact that I'm bad at video games but the overall changes in this patch are really rough. The big glaring thing is that boss fights are going to be a lot rougher with the nerfs to Devouring Swarm, and then there's also minor stuff like the fact that blood wagons can't be hit by enemies anymore so that adds time as well.

So basically what I'm getting at is: is anyone going to yell at me if I keep running on 1.0.0.7?

I'm tired/been drinking or I'd make this more eloquent or funnier somehow.

discussione: Grim Dawn
California, USAFreezardB8 years ago

You'd also split up in the Blood Grove as well most likely, where one player searches for the prisoners while the other player just makes a beeline for the exit.

discussione: Grim Dawn
California, USAFreezardB8 years ago

Also here's a bonus co-op strat for Lucius that wouldn't even require a glitch.

Do the riftgate skip as normal, P1 puts down a riftgate by Creed as normal. Go to the end of the armory, P1 goes inside the boss room, P2 stays outside and puts his riftgate down just outside the boss room. P1 pulls Lucius to the door and then suicides, and then on revive goes through P2's riftgate and both players wail away on Lucius from outside the boss room.

Should speed that fight up considerably vs solo since Lucius can't do much to players outside the room.

discussione: Grim Dawn
California, USAFreezardB8 years ago

Like the title says. I'm curious to see if there are ways to exploit multiplayer latency like there were in Titan Quest.

Plus a co-op run would be cool anyway since AFAIK it's never been tried before.

California, USAFreezardB8 years ago

Yeah I dunno, I don't really know what the deal is with it.

I've got the Excel version all nice and pretty though if there's anywhere people know of where I could upload that without Google making it all Google-ified.

Oh wait I've never actually looked too hard at the Resources pages, can I just upload it straight to there?

California, USAFreezardB8 years ago

Yeah, I'm trying to get it to work with Google spreadsheet scripting and it doesn't seem to like what I'm doing, lol

I'm going to look at the spreadsheet the Punch-Out community uses and see if I can't crib some (more) ideas from that.

California, USAFreezardB8 years ago

Hmm, it's probably something to do with the macro or something. From what I've seen Excel and Google spreadsheets use completely different stuff for that.

California, USAFreezardB8 years ago

Hey y'all!

I just got done doing my first any% run and the process of getting set up to do it was kind of a pain so I figured I'd put up what I used so that anybody else who wants to do runs can use it as a starting point.

Here is a link to the Google Drive folder that has everything: (Old link was dead, use this one instead) https://drive.google.com/drive/folders/0B0AgvOZ8ZbbOdG9CeUkxZU9SalU?resourcekey=0-QvZPlbO_JPhXlTvIoS9k3Q&usp=sharing

In the folder there's a save data directory for any% and the spreadsheet I used for splits. The save data directory has adventure mode unlocked but no progress has been made on it yet. To use it, go to your %APPDATA%\Pac-man CE2<a bunch of numbers that are somehow connected to your Steam account> directory and replace the files in that directory with the files in the Google Drive. (Be sure to make a copy of your old files of course, unless you REALLY don't care about your game progress for some reason!)

The spreadsheet is kind of an ugly hacky thing but it works I guess. It has a column for elapsed time and a separate column for current run time, and the way it works is any time you hit the "add time" button at the bottom, any times that are in the current run time column get added to the times in the elapsed time column. I did it that way so that multiple runs of the same level (failures, re-runs, whatever) can be added up on the fly without needing a calculator or anything. (There's only one button and it does everything all at once, so make sure to zero out the run time after you add the time. I could probably make it so that it zeroes out automatically, but that'd be a V2 thing.)

Unfortunately the spreadsheet works off a VB macro so you're going to get continually griped at about security, and I've more or less hardcoded the rows into the macro so if you want to change the number of rows you'll have to redo the macro code, but... you know, it works.

So yeah, hope this helps.

Update - I changed the spreadsheet so that there's now variables in the macro that specify the beginning and ending rows for the splits and all you have to do to get it to work with different numbers of rows is to change those variables. It also now zeroes out the current run numbers when the add button is pressed.

lozplyr89 piace questo
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