10s - 1s have been added to Steel Mill runs to accommodate the elevator moving and to the point. (it takes around 10s + some milliseconds)
8s - 1s have been added to Research Lab runs to accommodate the elevator moving and to the point. (it takes around 8s + some milliseconds)
(1 second has been deducted from the added time to not cause as much of an inconvenience to the runner. :)
Great run! See to the new timing rules tho.
It will add some seconds, but I feel its more consistent.
Splits/Timer must start when pressing "continue" and end exactly when the HUD elements disappear.
Alright, I couldn't crack it. the closest i got was a semi consistent clip, while jumping to that corner from between the pillars. The frame perfect spot didn't work for me at all. Either i'm off just a pixel or I'm doing something wrong. All I got was Hawk teleporting just a little to the right on top of the elevator. It feels like I should fall through, but I don't. I must be missing something.
Anyhow I will continue with testing other routes. Feel free to test the elevator some more, Maybe you can find a good line-up we can use.
Thanks for the picture, I will take another crack at it!
@bertoluci so I tried it for about 2 hours and couldn't really get a good hang on it. I managed to fall through about 8 times. 3 of them I died. Apparently you can't fall too close to the corner then the load won't trigger. If you manage to do it for your own run then I will allow it. It creates an interesting dynamic between runners. Some may take the risk while others may not.
Alright, heres what I found out or the summary of the glitch:
TL:DR The guy needs to throw a grenade before you pick up the card and/or gun, then he may not throw any further grenades.
To summarise currently it is a little too dependant on RNG, the guy may throw a grenade immediately, he may not. It is quite inconsistent. Until a more consistent way to activate the glitch is found, It will not be allowed in runs.
Any current runs get a free pass.
Testing:
- not dependant on what item u have(or any) Edit: doesn't work with back weapons. (Axe, baton etc.)
- not dependant on how u kill the 2 door guys or how you kill the first 2 guys.
- not dependant on what you pick up first (card or gun)
- not dependant on how many grenades he throws
- once you have the pistol the guy must not throw anymore grenades.
- when the glitch is active all you need to do is touch the door to see if it is working. you can even shoot beforehand.
I managed to activate the glitch with different items in pocket and with empty pockets. Also it didn't matter how I killed the 2 door guys. Kick to face, or regular punches or power moves. even double kill with grenade works.
I have 2 game states saved in my emulator where the glitch is activated while Hawk is standing exactly where the gun drops. Once I start to leave the guy must not throw any more grenades. if I reach the door the glitch will remain until a new item drops and the "bullet count" says "0" then you will simply throw the invisible item on to the ground. Any item that spawns will usually replace the invisible gun in your hand. (knife, keycard, grenade, baton). if you pick up more than "1" of an item eg. "2 nades". Then the count is likely to reset to "99" and you can continue blasting. But most of the time Hawk will throw the gun away like it was empty after "2 shots" or when "bullet count" says "0" only after it has been replaced by a new spawned item and Hawk is holding that item.
The save states I have and what happened beforehand.
Save state 1:
- kill the 2 guys. (halberd man is meaningless, but electro man triggers the door.)
- guy throws nade before door opens.
- killed both guys after nade explodes
- picked up card.
- took 2 nades to the face
- jump on crate, picked up gun. (now Hawk stands where the box was inside the small room)
Save state 2:
- ditto
- nade explode before door opens
- nade misses
- killed first guy from the door
- nade to face
- nade to the face again
- killed last guy then picked up card
- nade guy does a "hey over here" emote
- jump on crate picked up gun (now Hawk stands where the box was inside the small room)
Now if I start running to the door and the guy throws a grenade the glitch will deactivate.
Thats what i've found out so far...
-Reezgo
Re-timed, the timer must end when the elevator starts to move not when it stops.
I love those classic graphics:D
and thats interesting my run had the same glitch in the same spot. seems like it might be something we can
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