Commenti
FranceISlide7 years ago

I have a physical version only, and I've seen steam threads where people complain that the steam version is in english and can't be changed. Our best chance is to ask some players from different locations but I think this is getting out of hand right now, the speedrun isn't competitive enough for us to start considering this kind of timesaves.

Spanish and Italian versions also exist.

@Lucky we just did and the timesave is worthless

FranceISlide7 years ago

how will we get the information for other languages though ? There are no ressources online so far

FranceISlide7 years ago

I don't hide that the expirement would be interesting

but I consider that avoiding autosave is just an adjustement. And it doesn't (directly) save time (just reduces lag - we'll all agree that lag is a terrible thing - therefore saves time since I don't have to wait for the lag just as a matter of safety). Like, my game is in 16:9 too, technically it gives me a wider field of view, but... :/ I don't how to feel about this... this seems fair to me.

Whereas deleting files from the game seems not.

Btw, as you're forced to replace the dialog files to actually change language, that enters the field of what is borderline. But we can agree that changing the game language is just an adjustement too (it surely is).

We had this kind of discussion before on the forum, concerning the sniper rifle. Since we can consistently exploit the zoom damage modifier, I brought out that it wouldn't be different if we were to directly change the weapon damage in the game code, or map a macro to make the move. The argument ended with the conclusion that this wasn't legit, and all the modifications should be done through the game menu (and not the console).

Those graphics and language change overstep this rule, but I guess we'll have to make an amendment. (guys still around, would you give your opinions ?)

So for the moment have fun messing with the game, I'm looking forward to hearing from your report, but I'm arguing it could not be received as a run.

FranceISlide7 years ago

strength of brothers (07's introduction) into the hive (is the advisor's speech related to the lift door ?) into the hive (at the end, when we're about to grapple down) to own the skies (waiting for the first demolition spot to appear) territory (spider droid's introduction + gunshipman)

the prosecutor (dialog between squad member + lame trooper) the prosecutor (dialog with 07 before slicing the terminal) delta down (07 going down) unwelcome visitors (38's monologue at the end, it's nothing though) alone (40 slicing the door) jailbreak (between 62's revival and the barricade blowing up) tactical suppremacy (advisor speech at the end) lockdown (advisor's speech before the slicing spots appear) lockdown (advisor's speech before the demolition spot appears) wrath of the republic (advisor speech at the end) saving the ship (advisor's speech at the beginning) saving the ship (advisor's speech before the demolition spot appears) overwhelming the odds (clones dialogues + advisor's speech before the walker platform is lowered to access the end) deus ex machina (07 talking about good ol' times) deux ex machina (final dialogs)

rescue tarful (advisor's speech before the demolition spot appears) bodyguards (advisor's speech at the end) critical strike (advisor's speech once the gunship is here) frontline (briefing) a bridge too far (briefing) a bridge too far (dialogs when the demo charge misfires) fate of the resistance (dialogs dealing with the wookie corpses before the 2nd guard spawns) search and destroy (briefing) heart of the citadel (briefing) the final strike (final dialogs)

FranceISlide7 years ago

yes I can

I thought about that to, but do you know which files to check ? I think this is important for the moment in Territory when we wait for a gunship to blow up a forcefield after the spider droid encounter, and also for the coward trooper clone speech on the first level of Assault Ship

you'll also have to tell me how to open .uax files ; or will we have to check in-game ?

FranceISlide7 years ago

yet another one:

I was tired of wasting all runs on the final level, so I decided this time to find a setup specially for live runs. This is easy to do, and reliable, if you follow the marks correctly.

However the barrel may have a different position once frozen, but you can quicksave once the sonic mine is on and your on the crate, so it wouldn't be such a timeloss if you identify the problem before freezing the barrel.

Also the mine might despawn instead of bursting ; the problem is solved using the same technique.

kram1138 e redmage08 ti piace questo
FranceISlide7 years ago

new stuff

so many things to say...

  1. this video has for purpose to take account for my discoveries with the teleportation glitch

  2. maybe you should watch the previous video if you haven't yet

  3. I discovered that they were two different kinds of teleportation, those due to grabbing a ledge and those due to making a special step (on top of rocks, stools, beds, stairs, etc...) The main difference is that if you teleport from point A to point B with ledges, there won't be any messing up with the z coordinates, whereas when using steps, you'll always be teleported at z'=max(A.z,B.z) Also the step teleportation is quicker than ledge teleportation (because of the animation time) Also the step teleportation tends to get you on top of things instead of being stuck inside it. Depending on the maps' geometry you may strictly have to use one kind or the other

  4. From now, these are all the useful skips I've found. It takes a lot of time to search every level

  5. some maps are particular: Shalatuwar is a very low map, that means everytime you try to teleport from another level you will end up too high and die from fall damage. But once taken it allows to access quite every level from below (to take Al Farum's key for instance) Orlok is high, and is used to access levels from the above (it's unfortunately not as high as Dal Gurak's tower, and allows access to the armory, dual golems and flameskeletons only) Nejeb is pissing me off, it's too eastern/nothern/western/southern imnotaf*ckingcompass but you'd always end up too far on one side and out of bounds

  6. I tried to run with the current budding route, here are my times:

rough time of ILs (loading time counted) ; run time MAR = 2.50 ; 2.50 TEL = 3.40 ; 6.30 KEL = 8.20 ; 14.50 EPH = 10.00 ; 24.50 KAR = 5.50 ; 30.40 SHA = 5.50 ; 36.30 LOK = 3.40 ; 40.10 NEM = 5.20 ; 45.30 NEJ = 7.20 ; 54.50 XAT = 2.50 ; 57.40 FAR = 6.10 ; 1h04 ... loading times represent ~15min (I counted menuing as run time) I was on a gentle pace and it could be quicker, anyway my Ephyra is really bad, and maybe I have either to do it the normal way, or fight the golem on lv8 without having fought the flameskeleton.

  1. I don't know if this run is interesting :/ Mostly because of the loading time, but also that it requires little skill and could be boring to watch. Anyway, it allows to finish the game within 1h30 and is hella fun to route, and pretty mindfuck too. (hope you understood the whole video, it would be easier if the teleportation aim was displayed on the screen too, but editing took my whole day already...)
FranceISlide7 years ago

I spoke already of the teleportation glitch, when you die after you clicked 'jump' to grab a ledge, but before you actually grab it. Then instead of reaching any ledge, you'll be teleported at the previous one.

I think a run could me made out of this, although the route is a nightmare to devise.

Here's a video about my premises.

Currently I'm trying the glitch at every spot in every level to see where it goes. I think it will bore me quickly, so I wonder if there's any way to open the maps in an editor, and 3D-overlap two of them, so I could directly see what inter-chapter-dimensional-ledge-portal to take.

Also the loading times will puff up a lot. Mines are about 20 sec

FranceISlide7 years ago

right ! thank you Cubeface, I'm sorry I haven't been notified for your answer and didn't answer back sooner.

I'm trying to make up my mind with those glitches :

  • "breakdancing" of course belongs to its own category.
  • airclimbing breaks the game too, but is way more consistent, and I think it could be use for a run... (but wouldn't be called glitchless).
  • zipping down is inconsistent and breaks the game by allowing to clip through layers of map. I was going to make a cross on that one, but I think I can use it in Farum since I don't actually clip the map on this occurence.
  • zipping up is consistent, and can only be performed at specific spots on the map, maybe I'll use it.
  • let's say ok to the item conservation through chapters.
  • at some place it's easy to clip through gratings (Shalatuwaar for instance), gonna use that too.
  • stool abuse is perfectly ok (I'm actually using the stool as attended).

...

  • there's also a weird teleportation glitch, sometimes when trying to climb up a ledge something goes wrong, and the game forgets to add the ledge coordinates to some kind "where the player wants to climb" list. So by this point every time you try to climb up somewhere you will be teleported to the previous location. The glitch is conserved through levels, so it's possible to create and incredibly complicated route in which the player would teleport from ledge to ledge. I don't know how to trigger it properly, but it happened twice to me when I was trying to use the stool quite everywhere. I won't use that...

EDIT: In fact zipping up isn't as consistent as I thought. Using a macro it can be fairly easy to perform it but actuallu pressy left right left right with your fingers at the proper frequency is really hazardous.

and I figured out that the teleportation glitch happens when the character dies in between being given the order to climb up a ledge and actually reaching the targeted ledge. It's easy to perform in Kelbegen with the first boulder.

FranceISlide7 years ago

Hi, I'm planning on running this game and I've been searching for new skips.

I assume that the glitchless category was made in opposition to the severely glitched run from Tesseract, and that glitches as "breakdancing", "airclimbing" etc were banned.

But I found some glitches that are not related to those abuses. I wonder if I can incorporate them in a "glitchless" run nonetheless. (for example Cieply and Cubeface have been using attack canceling, which is also a glitch)

  1. The first one is allows to use consumables without consuming them. If you make a save somewhere between the appliance of the effect given (power potion, heal...) and the end of the drinking animation, then reload the game, you will find your character with the flask in the hand, and it drops it if you unseathe a weapon. You can't pick up the flask anymore, but it won't disappear. Also, it's still present in your inventory. If you try to use it a second time it doesn't work. But when you complete the level and begin the next one, it will still be in the inventory, and usable.

  2. the second one is a skip in the Mines. I don't know if it was known before, but I think Tesseract mentions it (what he calls "zipping" I think). When running into a slope with a certain angle, the game will eject you upwards. (for example, for Zoe's lvl1, if you step on the base of one of the pyramides, you can be thrown in air). Here I quickly spam 'look left', 'look right', 'look left', 'look right'... to constantly give an angle to my trajectory while I'm ejected upwards by the slope.

Also I'd like to ask Cubeface how did he manage to skip the final cutscene in the Mines.

FranceISlide7 years ago

mmh...

Notice that for every run we did since then we never went back to the menu. Also the point of Assault Ship is ammo management. But of course it would help a lot, and it resets your health too.

it's useful for :

  • GEO Infiltrate The Droid Foundry
  • GEO Infiltration Of The Coreship
  • RAS Rescue The Squad
  • RAS Attack Of The Clones
  • YYY The Wookie Resistance
  • YYY Search And Destroy

idk I need to ponder my thoughts on this...

FranceISlide7 years ago

The quickest and most reliable method is the second one shown in the video (in my last post with a video) i.e. Aiming at a specific tile angle on the floor before the spider droid with aa to blow the "first" barrel, reaching the crate behind you and quicksaving there. As any other trick is pretty easy to perform once you get used to it. The more difficult part is the jump from a crate to another when the barrel is in air. Also, the orientation of the barrel may change depending on the angle of your shoot and the pseudo-randomness of the physic engine.

For the 1st method shown in the video, quite every step is difficult, and it takes more time overall so I don't even consider it. For the aiming part I've been very unfair to cut it in the video but I take like 10 sec to precisely aim at some pixel of textures far away. I've been using many setups so I don't remember it very well, I also used the HUD to take marks, or the pistol, relatively to the precision required and how much of the screen could be used as marks. I recorded the different setups and I can provide them if you want, but that won't really help you.

If you were talking about the alternative methods consisting of attempts to build a bridge between the highest floor of the map and invisible platforms there, they are ALL as unreliable as one another. I dropped the idea because even though I managed to get barrel at the right place, I'm certain the barrel's lifetime is to short to survive a qs/ql.

FranceISlide7 years ago

yyy_05b (Behind Enemy Lines)

  • on some occasions I managed to skip the rappel sequence (seems like you have to qsql at the very end of the load screen) you can then jump directly into the pit and gain a bit of time.

could you develop your thoughts on A Bridge Too Far ?

FranceISlide7 years ago

for To Own The Skies if you quicksave just before throwing a nade to the droids you can try it a couple of times. I guess you could knock the door down with a 20% chance. That would still be a gain compared to the normal route.

FranceISlide7 years ago

great job Kram, I'm not home currently, so I can't look deeper into those things, but :

geo_03a (Infiltrate the Foundry)

  • it's valuable to set a clone to posing a demo charge even though the forcefield is still on. So you don't lose time by having to order it from afar.
  • you say you would start the level with 2 flashbangs ?? could that be a way to blind the geos escaping by the door right after the lift opens. (so to skip the door as i did in a Ghost Ship lvl)

geo_04a (Advance To The Coreship)

  • it's quicker to jump over the rocks anyway

geo_04c (To Own The Skies)

  • the demo markers are active ! you have to pose them yourself though. The 2nd one is indeed a timesave if we add "knocking the door down" to the route : begin the lvl with qsql, clear the path and enter the main room. With sonic nades, burst the droids on the upper floor, and try to knock the door down with a spare droid part. Then rush towards the demo marker, You have to burst the bomb to trigger the "endability" of the lvl, then just exit.
FranceISlide7 years ago

and it's not over

A way to skip 'new chapter' load screens. You have to click on the 'continue' button before it exists. For that, press a directionnal arrow (that will have the game think the cursor is on the button) and then 'enter' ; then quicksave/quickload. This video displays all the effects I could cause with it.

redmage08 e kram1138 ti piace questo
FranceISlide7 years ago

oh yeah, there is no need for setting 07 at his sniper post ? that's really good indeed, thank you.

PS: to embed a youtube video just paste its normal or short URL

redmage08 piace questo
FranceISlide7 years ago

...And now this : (enjoy!)

ovROG piace questo
FranceISlide7 years ago

thank you ovRog, I have been looking for a wireframe view for so long, no more invisible walls ! ('show coliisions' actually)

'show sky' and 'show bsp' work on some maps

Info su ISlide
Iscritto
9 years ago
Online
today
Runs
63
Giochi corso
Severance: Blade of Darkness
Severance: Blade of Darkness
Ultima corsa 3 years ago
19
Runs
Worms 4: Mayhem / Ultimate Mayhem
Worms 4: Mayhem / Ultimate Mayhem
Ultima corsa 3 years ago
17
Runs
Descent 3
Descent 3
Ultima corsa 5 years ago
13
Runs
Star Wars: Republic Commando
Star Wars: Republic Commando
Ultima corsa 2 years ago
11
Runs
L'Île Mystérieuse de l'Oncle Ernest
2
Runs
Tristan et le Mystère du Dragon
Tristan et le Mystère du Dragon
Ultima corsa 8 years ago
1
Run
Giochi seguiti
ElecHead
ElecHead
Ultima visita 1 year ago
1
visita
Wrath: Aeon of Ruin
Wrath: Aeon of Ruin
Ultima visita 1 year ago
5
visite
Pseudoregalia
Pseudoregalia
Ultima visita 1 year ago
1
visita
Paquerette Down the Bunburrows
Paquerette Down the Bunburrows
Ultima visita 1 year ago
2
visite
Shogun Showdown
Shogun Showdown
Ultima visita 5 months ago
16
visite
Armored Core VI: Fires of Rubicon
Armored Core VI: Fires of Rubicon
Ultima visita 9 months ago
4
visite
Blasphemous II
Blasphemous II
Ultima visita 1 year ago
4
visite
Star Wars: Republic Commando
Star Wars: Republic Commando
Ultima visita 11 months ago
1,482
visite
Giochi moderati
Star Wars: Republic Commando
Star Wars: Republic Commando
Ultima azione 20 days ago
180
azioni
Worms 4: Mayhem / Ultimate Mayhem
149
azioni
Descent 3
Descent 3
Ultima azione 4 years ago
26
azioni
Tristan et le Mystère du Dragon
Tristan et le Mystère du Dragon
Ultima azione 8 years ago
1
azione