Commenti
Englandrtsmarty8 years ago

I assume this is about the Rupture Farms 100% runs? Other than the cutscene skip, it's still almost entirely glitchless. The only other glitch I can think of saves a second or two at most and is doable by console runners anyway as far as I know (the cart section). Since the cutscene is constant time, would it be better just to impose a penalty if you skip it or something? 30 seconds maybe? I don't know. The actual execution of the run should be almost identical so I don't see any value in separating the times into different categories.

I mean I'm okay with more categories, I'd just argue that the recent Rupture Farms runs should probably be put into the glitchless category anyway (maybe with a penalty) because I don't think a glitched Rupture Farms 100% category really exists at the moment. Or rather, the only glitch used is so minor that it's better to think of some other way to deal with it rather than having two almost identical categories.

Shade667 piace questo
Englandrtsmarty8 years ago

I don't know what you're doing so I don't know what you could be doing wrong. As a guess I'd say that you're not jumping, because it's not obvious from videos that you need to. When you're rolling forward, try to jump and you'll keep going forward.

Otherwise I'm not really sure, sorry.

Englandrtsmarty9 years ago

[quote]Rtsmarty? What software do you use to record and time your RTA in Linux? I'm installing Ubuntu on my laptop right now. [/quote] Sorry, I was ill for a few days and completely missed this. I don't suppose it's really relevant anymore, but just in case, I just use OBS. https://obsproject.com/download#linux

I can't say I've had too much crashing on the PC. It's not completely unheard of, but not enough for me to consider it a problem. What are the problems with mudokons? I can't think of any particular issues I've had with mudokons, though I haven't tried to run 100% very often so maybe that's why.

Englandrtsmarty9 years ago

Happens to me all the time. Pretty annoying.

One thing I've found is that if you chant just before you start falling you'll start your Shrykull and it'll break your fall so the timing window is much bigger. I try it all the time now, but usually miss it. I think it's worth trying, doesn't lose you that much time if you miss it if you quicksave just before.

... Huh, I just tried it to record it and apparently doing this activates the Shrykull glitch. Could be useful?

Samtastic piace questo
Englandrtsmarty9 years ago

Oh wow that Shrykull glitch... and you can take the Shrykull from the end of Zulag 4 into the Boardroom.

Really nice find.

Can't replicate the lever glitch though, but I might just be doing it wrong. I've wanted to figure that glitch out for ages.

Samtastic piace questo
Englandrtsmarty9 years ago

The latest update made my performance on Windows bomb. It's pretty bad right now. Seems fine on Linux, so I'm using that. Maybe try the 1.03 exe?

Englandrtsmarty9 years ago

Oh hey that's really good. I did try it in that room but didn't realise you could reach the Slig without activating the Slogs.

Sorry I didn't have time last night to make videos for my ideas for the ends of Zulag 1 and 4.

Zulag 1 is a little tricky because of that mudokon surrounded by the meat saws. I've had it happen a few times where he's run into them while running to the portal. Seems to work most of the time though, just don't forget to pull the lever otherwise he has no chance. It might be possible to get through the door without dying but dying doesn't waste too much time.

The timing in Zulag 4 is pretty tight but otherwise pretty straightforward.

Englandrtsmarty9 years ago

Was routing 100% yesterday and found a new glitch. If you skip the room-start checkpoint (like you would with death delay), then save some mudokons (before activating a checkpoint) and restart checkpoint while they're being saved, you'll start falling. When the mudokons are free, you can jump out of the falling animation, and then you've activated the glitch.

The game seems to act like you don't even exist. Levers don't do anything, sligs ignore you, other enemies still attack but they don't do anything, checkpoints don't do anything, changing rooms is a soft lock, mudokons will agree to follow you but won't actually move, chant supressors don't do anything (well they work but their attacks don't do anything), you can even run over mines.

The big difference between this and the other death delay is that this one is very easy to get out of. Anything which makes Abe play his landing animation will exit the state, so falling from one floor to a level below, or restarting the checkpoint will get you out of it (hopping is fine though). Some of what you've done whilst in the state will activate when you come out of it. Levers that you pulled will be activated, mudokons that you asked to follow you will follow you, traps that you tripped will be activated (not mines though).

Ehh my explanation is probably bad again. I made a video of the slow room in the Stockyards which will hopefully show roughly how it works.

There's a few other places I've found where it might save a bit of time but not all that much, would need to time to be sure but probably not worth it. Seems like it could save quite a bit of time in the last room of Zulag 1 and Zulag 4 though.

Maybe someone else can find better use for it.

StriCNYN3 piace questo
Englandrtsmarty9 years ago

It worked! Great stuff, thanks.

Englandrtsmarty10 years ago

[quote]Wonder how much slower Scrabania is ...[/quote] The answer is ~2 minutes or so.

Nothing I try lets me skip Scrabania but I skipped Paramonia first try. Weird.

Englandrtsmarty10 years ago

[quote]And to skip Scrabania you need load up a 100% save file (maybe in the 1st slot) and through chapter select play through Paramonia Nests to get the scar, save and then quit. Then when doing your runs all you need to do is restart chapter when you get to Nests. Probably could make a guide if I didn't explain it well.[/quote]

Hmm, I tried doing it with a 1% save slot (I don't have a 100% save slot at the moment) and it didn't work. Figured it was worth a shot. Started making a 100% save slot and did Scrabania first and noticed that I had the Paramite Scar while I was in the temple. Then when I finished the temple, it'd skipped Paramonia instead. So now I can't even get a 100% save file.

Wonder how much slower Scrabania is ...

Englandrtsmarty10 years ago

Wow the new route is really awesome. Nice jobs guys.

I still can't skip Scrabania though. :X I tried today and still no luck.

One thing I found while trying today is that it's possible to skip the bird portal in the Monsaic Lines. If you restart chapter on the right frame of a hop, then when you respawn you'll play your landing animation and can hop from there... But it's really hard to do so I'm not sure it's worth it. It takes me a long time to get it, but you get to skip all of the mimics and some of the level and you don't have to re-die... so maybe it is worth it?

(I get the right frame at around 1:15)

This will also make it so that the birds in the last room of the Temple will revive you so you won't need to restart chapter in the Nests... assuming that that doesn't mess up the Scrabania skip at least. Won't affect the in game time but RTA will be a little quicker.

Englandrtsmarty10 years ago

Hm, wonder what I did differently so that the Scrabania skip didn't happen for me.

Englandrtsmarty10 years ago

Another couple of things.

First, you can get it in Rupture Farms. Need to get rid of it in Monsaic Lines though because there's a bird portal, and you can't jump through them while dead.

(I don't think you need to blow the bombs up at the end of Rupture Farms actually, you might be able to slide off of the right edge of the pulley and jump to the platform)

Edit: Actually there are birds in Monsaic Lines which will (sometimes?) get rid of the glitch. So you can still skip the first Mimic and the Sligs at least.

Second, if you restart chapter as soon as you die, the rag doll doesn't spawn so the weirdness doesn't happen. Makes the Free Fire Zone a lot easier.

(You probably don't actually need rocks any more. I only used them in the first place because I couldn't see what I was doing.)

any% is pretty broken.

Englandrtsmarty10 years ago

You can get the glitch in the Free Fire Zone, it's just a little tricky to get to Zulag 1 because you have to guess where you are.

I think you need to wait until Abe appears from the bird portal before restarting the checkpoint.

Samtastic piace questo
Englandrtsmarty10 years ago

[quote]That sucks that you can't use the suppressors for what's essentially the same trick, though. You even moved away from the ledge and tried the glitch, right?[/quote] Yeah I did. I don't know why I was always on the edge in the video to be honest, it wasn't deliberate, and I have tried it all over with other suppressors too. I figured that the smaller ones are harder, but I've tried with those as well and still nothing.

Englandrtsmarty10 years ago

[quote]2. Smarty. You're also a god.[/quote] Thanks. I've probably put too much time into this game, though.

http://i.imgur.com/TEkb4la.png

[quote]There's another way to get the same result, but harder to do. You can use the stun from bombs to get the glitch. I don't know if that'll be any different, though.[/quote] Ha, I just got this accidentally

I'm not sure how much of this you already know but you can use it to skip the last pulley of Rupture Farms in 100%, but it's hard to say the least.

Works in Paramonia too

And the Stockyards

That's all I can think of. Still can't get it from chant suppressors though :x

Englandrtsmarty10 years ago

Ok I might have gotten the invincibility glitch consistent?

I think it happens when the game tries to reload you from a checkpoint but one doesn't exist for whatever reason. Like a lot of rooms you can Pause -> Load Game -> Restart Checkpoint before you have triggered the checkpoint at the start of the room. Like in the temples, the first checkpoint triggers when Abe is fully out of the door, but you can pause and restart the checkpoint before that happens. When this happens, the game doesn't really know what to do so it just respawns you wherever you are, but it also prevents the checkpoint from triggering, so if you try to respawn again after that point (before hitting another checkpoint at least), the game will do the same. Even if you die. So what you need is a room:

  • With a checkpoint that triggers when you enter
  • Which you can restart the checkpoint before that happens
  • Where you can die cleanly without triggering another checkpoint

By cleanly I mean that your body survives. With meat grinders, bombs, and electric fences you won't respawn. Sligs, bats, boulders, Scrabs, Slogs, etc. should all be fine.

For some rooms, things go a little screwy when you don't activate trigger the first checkpoint. In the first area of the stockyards, you can't enter the second area. You just keep running off the edge. The same applies to the second area of Scrabania. In the third area of Scrabania, the lever that the password mudokon pulls doesn't bring the pulley down. In the first area of the Paramonian Temple, entering the door doesn't do anything, but in the first area of the Scrabanian Temple the door works fine. There's probably more.

When you die everything goes a little funky. The camera is fixed on wherever the rag doll Abe is, so it can sometimes be a little tricky to get out of the room. You can't turn around to face the other direction without crouching or sliding. These only last until you exit the room, though.

I'm sorry I'm probably explaining this badly. The easiest place I've found to test it is probably Zulag 4 because you can get there straight from the chapter select menu and because getting out of the room after you die is easy.

I circled the bottom right with my mouse to show that the blue mudokon that shows that the game has been saved hadn't shown up yet.

Shade667 piace questo
Englandrtsmarty10 years ago

[quote]Can the mudokons not follow you if you pass through that door? I'm wondering if you even have to travel back to the Slogs. [/quote] Unfortunately they don't follow after you enter the door. [quote]Do you guys include the loading times here?[/quote] I think for ILs we've been going by the time that shows on the Chapter Select screen, which doesn't include loading times (at least not as far as I know)

Also here's a couple of things I've thought of for Zulag 1 100%

This is meant to be done on the way back after doing everything else, just need to save a grenade. I think this saves quite a bit of time because there's less backtracking and you don't need to possess the Slig. Not sure how much time it would cost to ensure you keep a grenade though.

Englandrtsmarty10 years ago

Different strat for the second Stockyards Slog room?

Tried to include a timing comparison but accidentally pressed reset rather than split. Looks like it saved about 6-7 seconds.

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