Comments
FranceISlide5 years ago

Yes. On the first Kashyyyk mission, in the last section of the level where you are ambushed by trandos in a dead end, if you stand exactly where a metal panel falls down to block the way out, then you are push on top off it and can fight on the same floor the trandos are. It's no use, though, and I don't think there's any useful instances of this glitch.

I also tend(ed) to try a lot of close range jumps or crouches in odd geometries, crates, wherever I wish I could glitch out, but no findings to report unfortunately

thread: Descent 3
FranceISlide5 years ago

Hi. I've remade the category in order to suit the existing runs better. There could be many parameters to make up a new category (any% / 100%) (difficulty levels) (ship used) (glitches used) (new game / ng+) ... instead of creating all possible categories I'll just wait to see which one will actually prevail.

I also know that there are many fan-made levels, which maybe could be added to the ledearboard, I'll see.

. I also added the autosplitter I coded in the ressources, please use that as your timing method. (Especially if you are running "All Skips") - it is a newer version than the already existing one, and it takes the cutscenes in account, so that skipping them with tricks is now meaningful again

FranceISlide5 years ago

I think you can edit the .ASL file yourself if you want customization. You can go in the livesplit layout and add 'autosplitter file' as a feature instead of using the dll.

(I'm re-reading kram's post now and all that stuff seems convoluted - I don't know if my suggestion is relevant...)

FranceISlide5 years ago

I said directionnal arrows but frankly I don't remember how it was then. Now I do this hitting the '.' (dot) key on my numpad. I don't remember if I did the binding myself or if it was by default (you can look in User.ini indeed).

You will also need this 'look down' key to gain a couple of seconds in The Final Strike, since looking while you're in the turret will reset its reloading animation and prevent the odd delay between 3 shots.

Back on Frontline, I'd like to mention that you're disavantaged because of the quicker load screen you have. It's harder but try to do as follows:

  • (1) hit reload (so you gain control of the gun while it's loading)
  • (2) aim down (so the aa shot will kill you instead of landing in the background) (you have to do that with the key since mouse don't work during loading screens - you can see how the shot bursts against the door even though you look at your feet, that's because the game understood that you shot in load but aimed down after)
  • (3) shoot
  • (4) reset difficulty to easy (if you're running Easy% of course (>w<))
  • (5) wait for revival and then qs/ql to quickly regain ability to move
  • (6) have a particular attention to the squad later on, since they're all yellow now and need bacta. (you're also hurt so be careful)
FranceISlide5 years ago

Speedrun.com updated their outfit lately, which is ok I guess, except they got rid of custom backgrounds. So now the leaderboard is just a plain page. For now, I can change the text color, and also the "banner" (which doesn't seem to work properly). I've been messing around with stuff, it's not meant to stay like this.

Hopefully customizable backgrounds will come back and we could revert back to normal (or try something new). The old background had nothing to do with the game but it was fine and I got used to it.

FranceISlide5 years ago

you're welcome, go ahead with the runs if you please. But what do you call glitchless, glitches are always equivocal to define. There's also a lot of specific situations will you use: (list from more broken to less broken)

  • bumping on rocks? (this isn't even included in the run, but it may concern the new box jumping trick in Genosis' 2nd level)
  • doubleloading?
  • freezing barrels with quicksaves?
  • grapple glitch?
  • out of bounds?
  • what would you call out of bounds? do rock skips count?
  • breaking the intended scenario (like breaking enemies AI, skipping triggers, not spawning enemies)?
  • invincibility glitch?
  • fast weapon switching and animation cancelation (such as fast melee, quickscoping)?
  • suicide during load screen (in Frontline)?
  • blocking closing doors?
  • the mere fact of quicksaving? ... (I'm anticipating the run changes: is it ok to jump on your clone's head? (>w< )uhuhuh) or jumping on droids or slavers?

I just need clear rules since people will always complain about glitches, cheating and your run is not true or whatever

NovaStardust likes this
FranceISlide6 years ago

by the way this run from kram is counted as played on Xbox, while it's not

https://www.speedrun.com/swrc/run/zgn6ovey

FranceISlide6 years ago

I saw it yesterday and sent you a pm on discord. Do I need to resubmit the run ?

FranceISlide6 years ago

I don't think so, in this game getting stuck means the game continuously thinks you fall, as an evidence you can get stuck, type "ghost" in the console in order to traverse the map, and your current momentum will draw you downwards.

This works more like the "bumps" we already found, since hitting the box with the right angle will make you bounce. I absolutely don't know why the model is lifted upwards though.

I recall of another place where such phenomenon appears, in the first Kashyyyk level, during the trandoshan ambush, if you stand right where a metal panel falls to block the way, you'll be lifted instead of dying. IDK why either

Also for having played the game a lot, this can happen to the other clones, it's not rare to see them bugging up, sometimes getting stuck inside a wall

FranceISlide6 years ago

into the hive skip improvement improvement

ThinksTheClown will like it I guess ... Redmage will not x)

thx ovROG for the help

thread: The Site
FranceISlide6 years ago

Hi. (I'm not sure if this belongs to the 'feedback' thread or not). I noticed that browsing the games on this site can be tedious, due to the current user interface, and this is my suggestion for another system.

First, I'll explain the problem with the current UI. When I want to filter a specific parameter, which isn't proposed in the short display, I click 'show all' and then hundreds of possibilities appear and stretch the column a lot. So I scroll back and forth, it takes a lot of time, espescially when the query is complicated. Many of the values proposed are obscure ones, tied to only one or two games, just as obscure.

I understand that speedrun.com is a host for a bunch of game, disregarding their popularity, which is a good thing ; except that it plagues the UI. Exhaustively showing all values possible for a parameter with a checkbox doesn't seem to be a good idea. I think that users should be able to type what they want. Because usually they know what they want to filter, so they don't have to be shown hundreds of possibilities they're not concerned with.

So for these criteria: 'name', 'year', 'platform', 'publisher', 'developper', 'game engine', everything can be typed. There's another issue with the 'genre'. There's a whole lot of different writings for the same genres, 'point-and-click','point-n-click','point&click','p-n-c','adventure p-n-c'... Those need a standard to stick to. When filling a game entry, instead of letting users write whatever they want in this field, use checkboxes, or a tag system, there should barely be 30 of them... So when browsing a game the 'genre' criteria has just as much possibilies

Also, sometimes users don't know exactly what they're looking for, so they need to be proposed something - or they need to check the expected writing for their entry. That actually works with the current system, since you can read all possibilities displayed. This won't work on mine, except if we let the user the choice to see all those possibilities. With a mere '?' or 'show all' button, displaying all those values in a new tab. Just an almost empty html page consisting in a list of everything that's possible, in a new tab ; so it doesn't bother the user, as opposed to scrolling the same page up and down.

Now that I explained the system, let's try to sketch how it could look.

First imagine an empty board then the users can add a line they choose an operator (==,!=,>=,>,<=,<) and what type of criteria they want to filter (year, platform, genre...) and what value it should have (they type it) and they can add another value on the line and after that they can add another line, etc...

filter queries will look like a list, parameters on a same line conjugate as OR, parameters on different lines conjugate as AND.

examples:

== [PC, PS3]

= [2012] <= [2016] != [Capcom, Rockstar]

"all games, which have PC or PS3 for platform, released between 2012 and 2016, and neither by Capcom nor Rockstar"

== [adventure] == [action] != [platformer] < [2002]

"all games, which belong to both action and adventure genres, but not platformers, and released striclty before 2002"

It may look a bit convoluted, but once one gets used to it, it works easily and quickly. The UI shouldn't take too much room on the page, and it will be more efficient than checking boxes here and there in an overloaded column.

Thanks for reading, I suppose such issue isn't a priority for the devs, maybe a very few people use this filter feature anyway, certainly it's a lot of work to fix... idk. I'm just proposing.

Imaproshaman, Caidren and 6 others like this
FranceISlide6 years ago

first you need to be sure the action "quickload" and "quicksave" are bound to keys. You can change the binding from the game menu, or by modifying the "User.ini" file.

Then "doubleloading" merely consists in pressing the keys "quicksave", then "quickload" during a loading screen

(be sured to hit "quicksave" before "quickload", or you'll be undesirely loading a previous save, which can kill a run)

This will save the level as it is, but before the game script hits a trigger called "levelstart". So when reloading the quicksave all script blocks conditioned by "levelstart" will be ignored.

The trick is used on the levels:

  • Into The Hive : so 62 can slice a terminal instead of 40

  • The Strength Of Brothers : to keep the ending trigger activated even though the mission's objectives are not complete

  • Canyons Of Death : to move a bit quicker at the beginning

  • (To Own The Skies) : only for a special strat involving knocking the 2nd floor door down, do not use in a "normal" route

  • Unwelcome Visitors : despawns all enemies

  • Alone : allows to plant a bomb before killing the heavy trandoshan

  • Attack Of The Clones : allows to move during the briefing

  • From The Shadows : allows to grappleglitch and go OOB and finish the level

  • The Wookie Resistance : allows ro hit the end trigger without waiting for the wookie to open the trapdoor

  • Saving Ammo : allows to plant the final bomb without conditions

there was already a thread for this: Abusing Loading Screens https://www.speedrun.com/swrc/thread/sea7c

FranceISlide6 years ago

I don't know which action disables the hints but you can try this:

  • in the game folder, in GameData/System open User.ini and edit it: change "bKeepHintMenusAwfulHack" to "False" you may have to make the same modification to the User.ini in your save and profiles files, if there's any

  • complete a whole playthrough / type "lamasu" as a cheatcode / edit "LevelProgress" to '55' in the User.ini All those a actions have the same outcome of telling the game you already finished one playthrough ; and I don't know if this also gets rid of the hints

Dautrek likes this
FranceISlide6 years ago

@radgecast

  • EPHYRA: don't warp to the ghouls using marakamda, it's quicker to go by feet (or airclimbing). Just head to the axespear (either the one at the beginning of the level, or the other in the tower). Then head to the ghouls' ground (there's a ledge to pass). Kill them, level up to 8 and take the potion

then:

breakdance your way to the sword

OR reach the golem and airclimb to jump over the walls enclosing the sword

OR reach the golem and angleskew to walk/climb up the walls enclosing the sword (would it work ??)

OR fight the golem lv8+spear+powerpotion (you can duplicate the power potion by making a save right when the character drinks it. Then reload. You are powerful, and the potion is still in your inventory, and will be useable on the next level)

  • KARUM: I didn't understand why you would reload the level once you reach the top of the dungeon

  • AL FARUM: you can entirely skip the level with a ledgewarp (from the first big rock of Karum)

  • IANNA: there is certainly a warp to reach directly the gate you skip using angle skewing (before key n°4) ; so it would save most of the air climbing part at the beginning

PS: I give you my positive energy so you can speedrun the game a bit more before hating it spitefully

FranceISlide6 years ago

thanks for the files

so apparently if I'm not mistaken (EDIT: I checked and it works !), you can save the coordinates of the first big rock of Karum (that you use in the run to warp a some point), and those coordinates are matching with some place near the end of Al Farum, where the two golems are. So it would entirely skip Al Farum. I didn't use this back then because I thought the key was required, and also I had to get the rune.

EDIT:

I can't get the level editor to work: it launches ; I want to open a map file so I use "open", I browse for a .mp file as the "open" window invites me to do, click on it, then LED seems to load it, but nothing appears on screen but a pitch-blue window, supposely the map visualizor, but empty. The console says "Error: no es un archivo de map". Strange.

then rendering the .lvl works, but I don't see the point of navigating the lvl this way, I'd like to see the map (i mean, like a real map)

FranceISlide6 years ago

It makes more sense indeed, but there's still a layer of filtering: the glitches used. My run relying only on ledgewarp was purely hypothetical, so let's no separate ledgewarp from physics glitches from other stuff, and just have "glitchless" and "with all glitches you want".

it's just the mess it is because every runner wants to tackle the game a different way, so the categories have to be adapted each time. Now we need a mod to proceed (also to send cieply's levels to ILs)

FranceISlide6 years ago

=== for the No Physic Glitches category ===

quote: ""No Physic Glitches" doesn't work as a category as ledge warping which is arguably more broken than angle skewing isn't a physics glitch" I really don't understand what you mean here so my answer might not be spot on

"No Physics Glitch" only means "not like Tesseract did". It was previously named "Glitchless", then renamed this way because of tiny tricks we weren't sure were counted as glitches or not (attack cancellations, item dupes, some movement abuse etc...). They weren't due to physics so this name came out.

we could still re-rename it "Glitchless" (since none of the things i mentioned above have been used in the end), and make yet another category for legdewarping. But no one has been using ledge warping in a run yet, so I don't understand what you are complaining about.

=== for the organisation of the leaderboard as it is today ===

here's my view of the situation:

  • Tesseract's run is totally amazingly broken, and will (certainly) never be run against, so I don't really care how the time has been counted

  • Cubeface has the most "regular" run with a [full game any% good ending no physics glitch]. He uses saves but it's done in one sitting, and the timer still runs when he does so, i don't see where the problem is. The category is called "single segment" as opposed to "segmented", where Cieply and I have made NUMEROUS takes of each level to keep the best one, with tricks unreasonable to perform in single segment.

  • Me and Cieply have done the same, a segmented [full game any% good ending no physics glitch], in which every level is a whole segment

and that's all. So what do you propose ? as there are so many parameters (knight/amazon/barbarian/dwarf, no physics glitch / tesseract / ledgewarping, single segment / segmented ...) that's the best categorization we could have made with the runs we have, yet, i think

I saw on twitch that you run in single segment, with physics glitches, and with ledgwarping, so you're in your own category (with bad ending on top of that) (and very nice route btw)

but yeah, the problem is that there are too much parameters, everyone is in its own category kinda...

FranceISlide7 years ago

I just pin this here so people could think about it if ever the game gets run in the future.

This route allows to finish the level in 1:20 at best, the main time losses being first aiming with the shotgun, and also parachute jumps. If you fear to miss a shot you can still use the sniper rifle (found in a crate near the shotgun).

The first opponent worm will always skip his turn in this situation. He may or may not move. So at turn 3, you should watch for his position and place the girder in a consequent way (more frequently on the other side from what I've done)

FranceISlide7 years ago

also... if the matter is just to skip the intros without interupting the course of the run we could just type 'darman' in the console during the loading screen of the intro

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