Comments
New Jersey, USAIzumiChenmeiru9 months ago

Beautiful run, fantastic work on the strategizing! I can't believe that you did so much damage to the boss without even moving lmao, the only thing that would've been better is quickshotting the boss, maybe would've made it a 6:48, fantastic work though.

darlanbr likes this
New Jersey, USAIzumiChenmeiru9 months ago

I like the Strats, GG!

darlanbr likes this
thread: Sim Ant
New Jersey, USAIzumiChenmeiru9 months ago

I thought the Game Over prompt was very fast too, I don't exactly know why as I only just picked the game back up since I was a kid. Sorry for the unintentional controversy though! I only put in a few attempts, so the time is likely beatable.

HowDoUPlay likes this
thread: Sim Ant
New Jersey, USAIzumiChenmeiru9 months ago

I just played on DOSBox and used the in game speed options, the cycles were set to auto and I checked the rules before submitting, I'd be glad to redo the run if the rules need to be adjusted though.

I apologize if I misinterpreted the rules. The only reason I interpreted it as okay to use the in game speed setting was the other forum post where oddtom said "You can play on the slower speed if you want. That's perfectly fine and acceptable. It's just a thing you could do to improve the time. You showed me some improvements in yours that I could use to improve mine, like skipping the step of swapping with the queen." It read to me like he was saying that adjusting in game speed is fine, just not increasing cycles. If this is not actually okay, then I'm fine with redoing the run, but the rules should be updated to reflect what in game speed option is allowed (i.e. Normal, Fast etc.) just for clarity so this doesn't happen again.

New Jersey, USAIzumiChenmeiru9 months ago

I know sometimes when I disconnect my controller, or just reboot streamlabs, the browser source has trouble when using the original Gamepad Viewer as a browser source, and I have to change the link from player 1 to player 2 or vice-versa, but I found this secondary link that can be used as a browser source that seems to work consistently, as it doesn't look for a specific "player controller port number" but just displays the connected gamepad, try this one out! https://gamepad.e7d.io/?triggers=opacity&color=blue&background=transparent

New Jersey, USAIzumiChenmeiru11 months ago

This is an amazing run guys, seriously! I can tell just how much practice you all put into this! GG on the 4 minute WR!

yuiibr_ and darlanbr like this
thread: 40 Winks
New Jersey, USAIzumiChenmeiru11 months ago

I tried TASing it, turns out it's a 1 frame trick. The interesting thing is that if you do a regular jump into the door and then a ground pound, you get sent flying through the wall like in the second place run, but if you do a long jump then a ground pound you end up next to the wall like in the WR run.

thread: 40 Winks
New Jersey, USAIzumiChenmeiru11 months ago

What's needed to clip through the upstairs door? Is it a long jump into the door or into the wall near the door? Is it just a normal jump? A double long jump? is the timing of the ground pound very precise? I've been trying to get it for like an hour now and have had no luck. Any tips would be greatly appreciated.

New Jersey, USAIzumiChenmeiru1 year ago

That horde was so impressive, Kill #19 was super clean just yolo shooting from the front lmao, Good work.

darlanbr likes this
New Jersey, USAIzumiChenmeiru1 year ago

The mod response from a couple years ago was as follows from DrMaxtermind

"Ok Witchakorn I have editted the rules so far for REOB File 1 and File 2 will be updated soon. Here are the new definitions for melee weapons:

Melee Weapon: A weapon composed of solid material meant to establish a blow of force (physical damage) without firing projectiles.

Therefore, any weapons that do elemental damage or penetration damage are banned in this category.

These include: -Stun Gun -Stun Rod -Chemical Bottles -Molotovs -Explosives of Any Kind"

as for the resolution of this, I'd have to slightly disagree with Max's ruling on some weapons like the stun rod. However this isn't for me to decide alone, so I'll be giving my viewpoint and then I shall link the other mods to this post. In my opinion, there are 3 types of weapons in outbreak. Firearms, Throwables, and Melee weapons. I will list all weapons and my interpretation of their categories.

Firearms include; Handgun, Handgun SG, Handgun GL, Handgun HP, Mark's Handgun, .45 Auto for Kevin, Capsule Shooter, Ampulse Shooter, Shotgun, Shotgun E, Grenade Launcher (All Rounds), Revolver, Magnum Revolver, Magnum Handgun, Burst Handgun, Hunting Rifle, Assault Rifle, Sub-machinegun, Rocket Launcher.

Throwables include;

Gray Chemical Bottle, Yellow Chemical Bottle, Green Chemical Bottle, Molotov Cocktail, David's Monkey Wrench, Concrete Piece. (technically also the Stick, Bent Iron Pipe, and Broken Crutch, but since you have to break melee weapons to get them I feel like those three are fair game.)

Melee Weapons include; Iron Pipe, Curved Iron Pipe, 'Bent Iron Pipe, Crutch, 'Broken Crutch, Long Pole, Wooden Pole, Square Timber, 'Stick, Scrub Brush, Hammer, Stun Rod, Stun Gun, Spear, Folding Knife, Butcher Knife, Survival Knife, Axe.

there are also a few misc. weapons that I feel don't fit in these three categories but also don't really deserve their own which are; Pesticide Spray, Flame Spray, Time Bomb.

In my opinion, only things listed under the Melee category should count for Melee Only runs, but we'll also see what the other mods think. As a final side note, do be careful about letting AI's hold non melee weapons, if they don't hit any meaningful enemies/bosses it shouldn't affect your run's verification imo.

KeysTXK, witchakorn, and
Deleted
like this
New Jersey, USAIzumiChenmeiru1 year ago

PogChamp What a Beast of a run.

Professer likes this
New Jersey, USAIzumiChenmeiru1 year ago

The download link is: https://drive.google.com/file/d/1iZpFbke3dDYvpCFIiVsV-QqE60MGEuzV/view?usp=sharing

There's one for both Any% and Lunar% but I've only done a couple test runs. There's also a readme in the folder for setup instructions.

Let me know either here via a message or on the Discord if there are any issues!

New Jersey, USAIzumiChenmeiru1 year ago

Hopefully this is useful for everyone.

Weapon = Base Damage (Crit. Damage)

Knife = 5 (10) Near - N/A Mid - N/A Far Pistol = 10 (20) Near - 9 (18) Mid - 8 (16) Far Shotgun = 20 (40) Near - 12 (24) Mid - 7 (14) Far AR = 25 (50) Near - 23 (46) Mid - 21 (42) Far Grenade Launcher = 30 (60) Near - 25 (50) Mid - 15 (30) Far Rocket Launcher = 30 (60) Near - 28 (56) Mid - 26 (52) Far Gas Launcher = It's Complicated* (See down below for Details)

Player HP Values Barry = 120 (40 hp/bar) Leon = 100 (33 hp/bar (red bar is 34)) Lucia = 60 (20 hp/bar)

Enemy Name = HP

Yellow-Green Female Zombie = 20 Green Male Zombie = 30 Yellow-Green Crowbar Zombie = 40 Purple Female Zombie = 50 Purple Male Zombie = 60 Purple Crowbar Zombie = 70 Tyrant 1 = 120 Tyrant 2 = 120 Tyrant 3 = 120 Tyrant 4 = 120 per phase, knockback win Tyrant 5 = 160 per phase, knockback win Tyrant 6 = 180 per phase, knockback win Submarine Captain Zombie = 160

*About the Gas Launcher, after firing, the weapon does damage in increments. These increments generally fall between every 20ish to 61ish frames. The Gas Launcher always does 9 ticks of damage. The damage is always 20 per tick for 1 enemy, every additional enemy takes another 20 damage a tick in addition to how much the last enemy took. (i.e. enemy 2 takes 40 damage a tick, enemy 3 takes 60 damage a tick.(The very first Tick of damage doubles the damage every enemy instead. i.e. enemy 2 still takes 40 damage, but enemy 3 will take 80 damage on only the first tick, then goes down to 60 damage every tick thereafter.)) This is why enemies die at different amounts of time with this weapon. The Gas Launcher will only damage visible enemies, so if you are in a battle with 4 enemies, and 1 enemy is covering 1 or more enemies' targetting bars, then those covered enemies won't takes damage from the Gas Launcher until the front enemy dies and their targetting bars are revealed. The Gas Launcher does no additional damage for firing directly on a targetting bar, since it's an AoE attack. The Gas Launcher also has priority over running away, so if you try to run with it equipped, you'll just end up firing. (Firing while trying to run away does not consume any ammo.) (See below for my frame test data for the Gas Launcher)

Gas launcher test frame data: (1 enemy) 4 frames after input, 24 frames, 25 frames, 23 frames, 62 frames, 48 frames, 50 frames, 49 frames, 49 frames.

(2 enemies) 4 frames after input, 24 frames, 24 frames, 25 frames, 61 frames, 49 frames, 49 frames, 48 frames, 49 frames.

(3 enemies) 22 frames after input, 30 frames, 0 frames (weird double damage hit, since there would only be 8 ticks otherwise, this is a weird 0 frame delay case), 30 frames, 60 frames, 60 frames, 60 frames, 30 frames, 61 frames.

H1pp0_ and RusbenCormano like this
Unknown
New Jersey, USAIzumiChenmeiru2 years ago

thats a hot run

Unknown
New Jersey, USAIzumiChenmeiru2 years ago

i loved your strat for timing the thanny r shots with the slight movement, smart strats my guy!

WareSHR likes this
New Jersey, USAIzumiChenmeiru2 years ago

Just posted my emulator's memory card file in the resources section of file 1 and 2, good luck in your runs!

morshi_743 likes this
New Jersey, USAIzumiChenmeiru3 years ago

I was doing a run of DD and paused while walking through a door loading seam, this might be able to cut down equip/unequip times possibly. I intend to look more into this as I have time, but I figured sharing here to have more heads looking into it would be good :)

Clip below:

morshi_743 likes this
About IzumiChenmeiru
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