Komentarze
FranceISlide4 years ago

I don't think so, other worms games on this site don't link a discord. You can create your own server if you wish

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FranceISlide4 years ago

I switched the main timing method to IGT for the whole game. It should resolve the problem. Tell me if you see any mistake remaining. Although doing this seems to have created default RTA based on IGT, even when the real RTA wasn't submitted. It doesn't matter as long as we don't use RTA I guess...

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FranceISlide4 years ago

Welcome

All the live runs are timed with real time I think. And for the glitchless runs I just looked how long the video is in an editor (menuing time inside a level is counted).

If you really want a custom load remover or autosplitter, you will have to struggle with cheatengine to find some pointers in the game indicative of the game state. You will also have to choose what to take in account or not (load times, menuing, cutscenes etc...) There is some documentation on Livesplit's site I guess.

FranceISlide4 years ago

clearly labeled as in : "this is what newcomers need to know","this is some discussion", "this is some stuff under development" etc...

Discord would solve that indeed

FranceISlide4 years ago

Yet another way of diluting information... Why can't the sdc forum be the central point? it's always been the case. Utsu refers to the 'STAR WARS speedrun' discord, which groups all star wars games, and of course there is very little to no activity in the repcom channel. In fact everytime someone has new information about the run they post it here. The problem is that newcomers don't know where/what to look for.

It always astonishes me how people never check sdc forums. Often information goes through PM on youtube or discord. Some questions are very redundant. I guess this forum has a lot of threads, not organized, and outdated guides... Maybe we should clean that first. (Or sort everything and use it for the discord, maybe is easier to organize things properly and dynamicly there)

FranceISlide4 years ago

Runs submitted to GDQ didn't make it through, but apparently Ustu infiltrated the GDC

Harley Baldwin, level designer on Kashyyyk says: "Watching you stab that droid dispenser to death is like you're just stabbing me in the heart"

FranceISlide4 years ago

It works well, although it costs 4-5 grenades... Fortunately there is pickup in the next level. Also sometimes the door appears knocked down from below, but still blocks the way, and you can only see it once you're on 2nd floor

FranceISlide4 years ago

Worms 4 is easily modable. All scripts ruling a level's scenario are stored in the game folder /data/scripts. They're in .lua, openable via the notepad, and the code is fairly legible.

I'm working on Lv12 Ghosthill Graveyard right now, and I found it useful to edit the associated script, in order the spawn only the last wave of enemies: in the function Initialise(), you should input the following values: -IndexNumber=4 -WormsDead=6 -WormNumber=7 -EmitterNumber=4 -lib_SpawnCrate("Crate4") -AmountOfGoldSpawned=3

or for the 3rd wave of enemies: -IndexNumber=3 -WormsDead=3 -WormNumber=4 -EmitterNumber=3 -lib_SpawnCrate("Crate3") -AmountOfGoldSpawned=2

I guess there are other levels for which this could be useful, I'll look ahead. Also one common thing to do might be to grant yourself infinite turn time, by editing:

SetData("TurnTime", 0)

(and don't forget to backup of course)

M4T_, davidsover, i GoliaPh podobało się to
FranceISlide4 years ago

Can you explain why it doesn't save time?

On Worms4 you are proposed the first 4 levels in a Chapter, when all 4 are done you unlock the 5th one, etc... The menu sreen will be on the lowest level not completed by default. So by creating a new 'team' (I said profile, I should have said team), you can just go through 1, 2, 3, 4... 25 in the right order. Instead of having a completed story mode, where the menu starts by default on lv25, so you have to take extra time to rewind to earlier levels.

I don't know how it works on Ultimate but I wish I knew.

I can also open the game folder, and rename/delete the SaveGame.xom file in the root directory. This will force the game to recreate a blank SaveGame.xom, which means fresh start.

FranceISlide4 years ago

Hi. I added ILs, if you wanna fill them you're welcome.

davidsover, GoliaPh, i Fatal_King podobało się to
FranceISlide4 years ago

I might try to pm sistraer through google, twitch, or discord first. You can ask for being mod too. If we're granted that I'll make IL boards for the History mode, Tutorial and Challenges maybe...

FranceISlide5 years ago

where did my reply went? strange.

auto pull maneuver allows you to order some actions even if your clones are already set to doing something. So you don't have either to backtrack and remove a specific clone for his location, or to cancel all operations at once. So having it on should be the way. I can't think of any place where having it off is useful. Also it removes clones from their attacking position (sniper, aa, turrets...) automatically if you're too far ahead

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FranceISlide5 years ago

The Territory chasm skip isn't a good idea imo, except if you find a consistent way to do it. But it's ultimately long to setup precisely, and costy if you miss, so... I wouldn't include that in my route, personnaly

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FranceISlide5 years ago

QS/QL shouldn't be a problem at all normally, maybe it comes from your mouse. Or maybe I'm adantanged by my slow loading times. You don't need to wait till the bar is full, just do it as soon as the loading screen apears, and it's the same for moving. I notice you struggle to grapple glitch in Strength Of Brothers, while in fact you should be spamming shift before the load bar fills.

The door not opening in Waking The Giant: never seen that before. The pitch black floor beyond the door looks like a glitched texture, so there may have been an issue with how the game loaded here. These black texture were there from the start of the level too - oh yeah but in fact they are there even when the door works... I don't know EDIT: and I'm watching your run now, what the hell is wrong with those textures? they are glitched too in the first level. Do you see this in game or is it only in the recording?

If you want the squad to follow you should form up, and do it several times because sometimes the game resets the squad state for some reason

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FranceISlide5 years ago

Hey I found a new glitch, it's been time.

  1. equip the sniper rifle
  2. zoom
  3. take a quicksave
  4. switch to another weapon (the pistol for instance)
  5. then quickload

it should look like this: https://drive.google.com/file/d/17zWAocQUjsw4NslkxYZtg8kYKjoZ0ZYY/view?usp=sharing https://drive.google.com/file/d/1c_VLiWJrkA5TMDiFmkG27KNFxFxWMhFV/view?usp=sharing https://drive.google.com/file/d/16mFemoIItnX5VblCF5cW-RZyGQt_wS-2/view?usp=sharing https://drive.google.com/file/d/12lsLSQu8x0Lh_qgotYD8E1t1Wq-mS2QH/view?usp=sharing

and now... Your character is out of the zoom mode, but your sniper rifle is still in zoom mode. What's the point? well, you have all of your fov and the damage multiplier is still active, so you can one-shot little enemies, and also it carries on for the 5 shots in your magazine. Cool huh? unfortunately it stops if you give an order, or reload, and you can't melee or launch a nade.

Let's try with the blaster now, same recipe and you have zoomed but not zoomed blaster, but this time you can launch grenades.

Also I figured out that the damage multiplier also affects grenades. (you don't need the glitch for that). So you can use this to deal extra damage.

One useful occurence is in Bodyguards, when you throw all your nades at the second bodyguard, having the blaster zoomed in kills him quicker

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FranceISlide5 years ago

I play in windowed yes, to have livesplit and OBS under the eye. It don't understand what you mean by 'the game freezes', I guess it's just OBS's preview which freezes, and this doesn't matter as long as the encoding is effectively done.

If you strugle with overlays, you can try to set LiveSplit transparent by giving it a known color, and then use a chroma key (greenscreen) in OBS. But it looks ugly. You can also tweak livesplit layout to make it look horizontal instead of vertical split1 :: split2 :: split3 :: ... instead of split1:: split2:: split3:: ...

this way it could look better with your game settings. Or I don't know about using livesplit solely as a graph (like Thinks does)

As for QS/QL, it does a lot of things, like glitching the scenario of certain levels. On Assault Ship it can avoid the spawn of multiple enemies or instance, and the main purpose is to make demo charges / slicing terminal appear even though the conditions ain't fulfilled. I think there's a forum thread here where you'd find all information about it. Utsu's commented run is also useful as he explains what he does every time

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FranceISlide5 years ago

Hi and welcome!

  1. getting rid of the hints

Look for the config files inside the game folder, either User.ini or System.ini, in either '/Save' or '/System'. Look for the value 'bKeepHintMenusAwfulHack' and set it to 'False'. This way hints shouldn't pop up anymore. It's like the devs forgot to turn it off.

  1. QS/QL

I have QS on 'g' and QL on 'j'. There's no special timing for doing it (except on some level in kashyyyk but it's not useful to QS/QL there), I just press 'g' then 'j' during the loading screen

For the chapter levels, which have a confirm button after the loading bar, you have to press an arrow to set your cursor on the button by default, even if it's not showing yet, then hit enter, and queue up qs and ql.

Try to do it quickly, sometimes you can be sent back in time if you miss.

  1. livesplit

I have controls for splitting, pausing and undoing a split on the numpad. Redmage coded a load remover that should be available from Livesplit directly if you chose 'Star Wars: Republic Commando' as game title. You could also read about kram's autosplitter, I don't know if it works for everyone now.

  1. jumps

there's nothing special with the jumps really, and crouching doesn't affect them. Bunny hopping isn't useful, except if you carry a weapon slowing you down, like the minigun or the rocket launcher. For most skips involving a jump, you just have to target very specifically the spot you need to land on, because the height of the jump is just barely enough to get on top of things.

Having a lot of FPS help too, since we need the few calculated frames where your z coordinates are high enough to let you pass through. Usually you'd learn a specific setup (initial position, angle) to unsure the landing point, and then ram full speed into the blocks.

Some of the newly found skips involving a bump giving upwards momentum can be done without jumping, but once again you'd need at least 100fps to make it easy.

  1. stream settings

OBS is a very friendly program that will let you do whatever you want with the display, however for streaming you will need a good internet connection with sufficient upload power. Recording shouldn't be a problem if you have a good processor and GPU. In OBS parameters you can tweak the resolution, bitrate, CPU usage and format for optimal results.

For my personnal experience, I play in 860*640, record in 'veryfast' setting because my laptop overheats and can't stream because my internet is shit. I once again apologise for my barely legible videos on youtube.

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FranceISlide5 years ago

I noticed kram used this to regain full squad health and ammo on Search And Destroy of his latest Kashyyyk run.

I accepted but still don't know how to feel about this ; these levels shouldn't be independant, I'd rather see some good squad management along the whole campaign, instead of health resets. On the other hand it's is true that the game glitches your secondary weapon at this point, and maybe it's somewhat fair to reset ammo...

just saying

FranceISlide5 years ago

this looks lol, I'm gonna try that

.. yeah it is really weird, but thankfully it's consistent, and you can also have it by running into the barricade, pushing against it, strafing a bit left, and then jumping at the precise spot the rise can occur

.. plus it seems you can do it on every instance of this concrete block in the game. I haven't found it useful in the first Kashyyyk chapter, but I'm looking in the other ones

.. ...and of course there's no more of them in the later game. So the only practical use is the one you shown. I hate to think that there may be a bump somewhere that would help the run but we'd never find it untill each bit of geometry has been tested for hours

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