I agree
how do you move when the game ins't on display :/?
everything goes faster ? so, there are surely way more places to use this abuse, and that means it's even more obnoxious for me. I don't wanna alt-tab the game every 2 minutes.
press 'reload' before pressing 'fire' in fact spam 'reload'+'fire'+'reload'+'fire'+'reload'+'fire'+...
before anyone asks for the timesave: the skip itself saves 18 sec consistently, and if you train on menuing fast using arrows instead of mouse you can switch difficulty in ~2 sec, so overall it saves 13 sec. Don't worry for ammo, there is an aa pack just beyond the door. The main problem is that it harms the squad too, so they will be more injured for A Bridge Too Far
also you can't do that on easy mode because the shield tanks all the burst
I'm just sharing some researches (most of which led to nothing for the moment)
So, the purpose is to manipulate the game so that it allows the player to move at times he shouldn't be able to.
It revolves around the 'walk' command. I'm not talking about the key for walking, I'm talking about what happens when you type "walk" in the console.
If you were using "fly" or "ghost", you will land back on earth, but also when 38 is immobilized to witness a dialogue scene, it will allow him to move normally.
So I suppose that on the game side that's what happens, first it gives you a "frozen" state, then unlock it by giving a "walk" input.
Now, if we want to use this in a run, we have to find how to manipulate the game so it grants us the "walk" effect when it shouldn't, whithout typing it in the console (or that's just cheating)
There are other circumstances under which "walk" is given : (1) - when 38 is using a device, and you release the "use" key. Proof: type "fly" in the console, then "use" a device, and when you are finished, or the use is interupted, you don't fly anymore. (2) - when you load a save. (3) - when you're revived
So I tried to put myself under those circumstances during a dialog scene. with method (1): I load The Bridge Of Kachirho (first level of the chapter), and I harm my squadmates badly. I finish the level. On Frontline, during the loading screen, I can shoot at a clone on my right with anti-armor to kill him, and revive him. Theorically I get frozen during this, and when the reviving is over I'm able to move. Except that I never could do that during the loading screen, and I can't oneshot a clone because of their shield, and aiming during a loading screen is very difficult. But that's just an idea that I had. (2): unfortunately, it's impossible to save during those scenes, so I couldn't reload and get a "walk" effect. (3): i set the game on hard difficulty to increase damage, and shoot myself with aa during the loading screen of Frontline. I aim at my feet using the directionnal keys instead of the mouse. I'm dead, the clones revive me, I can move, great :)
but's that the only place where this skip is woth using
Now that's another issue to dig...
What are we doing with this ? I clearly don't save as much time on those, and I'm not happy with alt-tabbing the game on small sequences and count in my head when to restore it. Also my laptop is not powerful enought to capture the game with my native screen resolution, so it takes even more time for the computer to stretch and unstrech the display. But I'd embrace anything that speeds up the run, and I guess skipping the campaign intros, which are true dead times, is ok.
Also, skipping the Final Strike end dialogues ? how do you save 07 then ? (... no my true question was: "when do you end the timer, when the window is back up on display or sooner ?)
... this brings me to another quesion, why don't we merely pause the timer during the campaign intros ? (if the purpose is just to save time on the run, theis will lead to the same time save for everyone, and we could still skip it with alt-tab because we are speedrunners in a hurry)
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- get right in the angle. Use walk in order not to bounce, and it's better to approach the spot from the left (contrarily as what is shown in the video)
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- during the loading screen i press forward+crouch. As the game won't read the input if I do it too early, i'm spamming it but at a low rate, so that the time I'm pressing the keys would be enough to fall off.
As your loading times are pretty quick, it may be possible that the stuff blocking you spawns before you can drop off.
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- then just slice the terminal, the mine won't explose since 38's position when slicing is out of the mine's range. For safety you should crouch anyway, because triggering the mine will spawn enemies, one of whom will throw grenades at you.
This trick is not necessarily quicker than the normal strat, that's why i didn't use it in the segmented version. However it's way easier to do compared to carrying the squad, so I guess it ends up being quicker.
the strange thing is that it's not directly skipped, bur rather seems accelerated. For example, on the briefing of Frontline, if I alt-tab during the loading screen and wait 11 sec, the door will be open when I get the window back on display. But if I wait only 9 sec, I still have to wait for the end of the previous dialogue piece. :/...
also the game crashes if I try that on the final lines of the Final Strike
wow...
not everywhere everywhere though, as said in a previous thread some waiting phases are either conditioned by a timer of a chain of dialogues, and this doesn't work for the timer method
I'll add that's it's really much more convienent to use alt-tab in fullscreen mode rather than windowed mode, because the game window captures the mouse, so shortcuts like alt+tab, alt+escape, alt+space+n, alt+space+u aren't effective, and also you can only hide the window during the loading screens, once the game runs the cursor is definitively captured and hitting the 'hide' window button will do nothing but hiding the cursor instead.
so: it works in windowed too if I hide the window in the taskbar. But it's not like the scene is skipped, it's rather accelerated, I still need to wait 15 sec to be sure I'll get to the next level when showing the window again. But I guess it's still better than 50 sec
out of curiosity, how do you explain that ?
it doesn't work for me, either alt+tab or alt+escape (and i'm playing in windowed mode)
I can't go as far as you do. I run the game at averagely 120FPS and I'm falling back without even flying over the ledge. I suppose the FPS thing is just that the gap between hitting the bump and jumping is even smaller, so the momentum computed is invertly bigger
You are right for the explaination of the phenomenon. Although I'm not certain about the incidence of FPS.
If you want to work with superbumps here's a tip: bind "freezeframe x" to a key, where x is 1/FPS (something around 0.01) to perform the rebound frame by frame. When you see that upon touching the bump your frame as moved quite a bit, it means it's the time to unfreeze the game and jumping on that specific frame. To do that, write a text file with "jump, jump" (*), so that the first jump cancels the frozen state and the second jump is an actual one. Bind this tiny script to a key (with "exec nameofthefile").
(*): I'm not sure that's the proper syntax, but I don't remember and my computer has been reinitialized, so I cant tell... but you wouldn't have too much struggle to find the right command
this allows to perform the superbounce consistently.
As for skipping the Final Strike, I tried that too but it seems the trajectory isn't in the right direction. Maybe there are other bumps on the map. Also this is awfuly inconsistent for live runs.
If you want to investigate in Final Strike, I managed once to reach the 4th turret without going in the 3rd room. Here's how: once you barrel glitch to get on top of the map you can see there are columns/pillars - i mean those metal plates hanging against the wall - which are in fact plateforms, and one can imagine jumping on top of them to reach the turret balcony. However, the distance between such plateform and the ledge is too wide. Howeverever, not so wider. I definitly couldn't make it from the side that is adjacent to the 1st room, but I seems really possible from the side adjacent to the 3rd room.
I made this jump only once and couldn't reproduce it, maybe my computer lagged or some kind of magic idk. But maybe there's a solution.
(sorry, as I have to re-install every program on my laptop)
as seen on twitch there is also a Russian version. And I think there might be Polish and Czech versions too
I think it just comes from the fact that I have a completed profile. When replaying the game I just press 'enter' or 'use' during those phases and it skips them. If you can't then it might depend on the version of the game, or maybe internal settings.
EDIT: Indeed, on a profile with only the geonosis campaign completed, I can skip the prologue for Geonosis, but I can't for Assault Ship. (I accessed those through the 'campaign' menu)
also you can apply the doubleload strat to those phases, but in my case, as far as I can move during it, it also make them unskippable, so I don't. I really just press 'enter'
EDIT after futher investigations it appears that the briefing scenes between each campaign cannot be skipped in a first playthrough. (also my forcequit idea doesn't work, since the unskippable narrative cutscene would still be played upon reloading the autosave)
This being said, I acknowledge that all my runs were done on an already completed profile. I'm not recreating a profile for every run, because it would bore me to death to rewatch all those cuscenes, and loading times, and to have to remap all my controls all the time, and to be bothered with the 'indices' pop up windows. And I guess we'll all agree.
To start a run I load a save I made in Extrem Prejudice, then restart the level, so everything is just like a fresh start. Same for the other campaigns. I'd encourage you to that, it's way more convenient
As always nothing is clear but I'll give you my point of view:
for a single campaign run, the chrono starts when you hit enter or click "continue" on the first loading screen of the campaign. Timer ends when the last loading of the campaign appears (the loading introducing the next campaign or epilogue)
for a full game run, the chrono starts when you hit enter or click "continue" on the loading screen of Extreme Prejudice, and end when the last loading screen appears (idk the name)
The skipped briefing sections you're talking about are indeed skippable, so feel free to do so
Supposedly once the game is launched there is no more menuing to do, but with the game crashing there you are raising up a point. So did ThinksTheClown in a previous thread when he asked if he could go back to the menu in order to access some levels by the campaign pannel and gain some ammo. Now that I think of it, it may also be possible to forcequit the game during the slow narration phases between each campaigns, in order to skip them.
For those issues, I'd like the timer to keep flowing, as the menuing time should be counted as run time. Although the game crashing is yet another issue, as you did not plan it. Maybe in that particular case, you're allowed to pause the timer, and restart it where it has been stopped. The video proof should tell if you were fair in your arbitrary.
Also we are not very severe on this leaderboard, I don't think the competitivity is high enough to care about a couple of seconds, as long as you can clearly be placed above, in between or below the previously registered times.
You may also wonder which time measurement is the right one, I'd say real time. In-game time is less precise because the timer unfreezes before the end of loading screens. It's not a problem in itself, but sometimes when the computer becomes laggy, the load times can be excessively long (mine can last for a whole minute sometimes), and the in-game timer would still be running. For the moment as I haven't witnessed menuing of forcequitting in any run, in-game time is just a further stat.
I think the game always crashes if you do that
I'm playing through the game with all sound file removed, just to see what happens.
I forgot these places :
to own the skies: 2nd demo spot belly of the beast: final dialogs
nothing new on Assault Ship
a lot of time is gained on Kashyyyk it feels really nice
the run is 1h50 long by now and noone is hyped to compete with those times, those 6 seconds are completely superficial