Comments
CanadaTeravortryx4 years ago

Thanks!

The reason I ask which method you're using to brighten the footage, is because some of them suck. If you simply adjust in the brightness/contrast section for example, what brightness does is it adds a certain brightness to all pixels. From 0-255 for example, if you add 10, then 0 becomes 10, 50 becomes 60, etc. The problem is, all values from 245 to 255 all get mapped to 255, so you lose a ton of color detail in the upper range. Also, the pure blacks get washed out at 10. A terrible way to "fix" the washing out is to increase contrast, which stretches the color range away from the middle value, of let's say 127. Again, the colors at either end will get flattened and you lose information. A gamma or color curve is a much better way to preserve low/high brightness, so I just want to make sure you're using something like that.

CanadaTeravortryx4 years ago

Hey! I've also used Premiere Pro to edit my runs. I haven't done this myself, but I'm sure there's a way to apply an affect to a portion of the image. Maybe add an adjustment layer and put a mask on it? Look for some tutorials online and I'm sure it's doable.

Out of curiosity, what is the exact effect you're using to brighten the game? I used color curves in the obsolete section (the new Lumetri curves do the same thing) and here's the curve I used:

https://gyazo.com/34c900c1bf5a610d9d5c38610b3f2bf9

As for the load remover, I can't help you with that but please hop in the Discord and there'll be people who know more about it who can help you!

Good luck with your runs!

jOwOona likes this
thread: SOMA
CanadaTeravortryx6 years ago

Hey, you can add me on Discord at Teravortryx#REMOVED. I'm a bit busy, but at the very least I'll answer all of your questions and help you through text. Good luck learning!

thread: SOMA
CanadaTeravortryx6 years ago

Mikolaw7, nice to hear you're learning the game. Not being able to do the door glitch but not complaining about not being able to activate the zeppelin right before means you're on version 1.02. In the description of the video linked above, there is a list of version differences. Not being able to do that door glitch costs 13 seconds. The fastest version of the game to run on is 1.00, and is what you want if you're going for WR.

The propfly right after is an obsolete strat. If you check out the WR, it uses a different strat that's 6 seconds faster but is also easier. That's the only obsolete strat from the tutorial. In the description of the tutorial are a couple more that I do not recommend you bother with.

Good luck!

thread: SOMA
CanadaTeravortryx6 years ago

Wow! That was easy, haha. Have you tested this more to see how consistent it is? How easy is it to replicate? Is there any danger of falling? Really nice find!

andyrockin123 likes this
CanadaTeravortryx6 years ago

Inspired by a recent F3 fast forward playthrough of this game by Nosferatu on stream, I've had the idea to change a config file of this game to speed up the movement and to lower the gravity for fun.

The config file we change is in Steam\steamapps\common\Amnesia The Dark Descent\config\game.cfg

Make sure you back up the file! If you don't have a backup and messed up the config, then verify the game cache using Steam and it'll redownload that file (along with everything else you changed, meaning you have to unpatch again).

Settings I've found that work well are:

GravityForce = "0 -10 0" (default is -20)

MaxForwardSpeed = "5" (default is 2.5)

InAirForwardMul = "2" (default is 0.75)

(You may want to use CTRL + F to find these entries)

The rationale for these settings is that the ratio of ground and air movement is changed, meaning you move faster if you run and jump than just running. Running and jumping is encouraged, meaning you have the added challenge of avoiding hitting your head on things.

Hint: Wait until you're able to jump in Rainy Hall before entering Old Archives!

Other than that, good luck and have fun flying around Amnesia, Half-Life style!

Windward6, EddWardG and 6 others like this
CanadaTeravortryx7 years ago

To verify that everything works:

Run Livesplit with the load remover enabled, and comparison set to game time.

Go to the first Chancel map of Chapter 2, and get captured. If the timer pauses automatically AND you load into Cells without the game crashing, then the load remover and the crash fix both work.

CanadaTeravortryx7 years ago

Inside the rar archive, there should definitely be a "maps" folder. Since you quoted from the readme of the correct download, I know you did download the unpatch + achievements crash fix. Try downloading the file again, and just open the archive without extracting to make sure the "maps" folder is in there. If it is, you can then extract everything to "C:\Program Files (x86)\Steam\steamapps\common\Amnesia The Dark Descent" while overwriting anything.

thread: SOMA
CanadaTeravortryx7 years ago

Hey, glad you're interested in running the category.

The rules for glitchless are:

"Beat the game as fast as possible without the regrab glitch or clipping through solid walls. Some minor glitches can be used (dialogue skip, wall running)."

The vent I went through wasn't solid. It didn't gain collision yet when I went through it. Based on the rules, you can go through non solid objects. Also the state of being OoB in itself isn't a glitch.

The rules were not designed to prevent every single glitch. They were designed to prevent the major glitches that would allow for huge skips, and skip most of the game. In my glitchless run, I definitely did some things that are arguably glitches, or at least look like glitches, however the way glitchless was defined, which I did with ShadowDraft, it makes for a fun category that goes through most of the game without just skipping everything.

thecoffeemonsta likes this
thread: SOMA
CanadaTeravortryx8 years ago

Thank you. I use quickload and quicksave obviously for speed, but the other reason is that if you use menu saving, the load can only be done via the menu, and the final product will have one frame of the "press any button to continue" on top of the loaded level. It just looks ugly. Quickloading has a quick fade in, but is better.

thread: SOMA
CanadaTeravortryx8 years ago

Also, if I do an autoscroller after a segment in one sitting and one recording, that counts as one segment, right? The number of recordings I have is the number of segments?

thread: SOMA
CanadaTeravortryx8 years ago

Alright. I'm thinking of making a whole game segmented run after finding reasonably optimized routes for each map. I don't want to make a run that will be obsoleted immediately due to new skips being found. You can check out my YouTube channel to check out things I've done before. I'm serious about doing this. I'm not new to segmenting, but I am new to the speedrunning community and the nitty gritty. Can someone point me in the right direction and guide me through the process of the technical stuff, like timing, verification, what is/isn't allowed and such? Also, is quick saving and quick loading valid? I don't see any issues with it so far. Thanks.

thread: SOMA
CanadaTeravortryx8 years ago

Segmented Theta Exit I made for fun in 6 segments:

I love how modular level by level segmenting is in SOMA, you don't have to worry about breaking run continuity by redoing previous levels.

thread: SOMA
CanadaTeravortryx8 years ago

Anyone play around with slowing the game down to 0.25? I tried some TAS testing, and the audio gets completely muffled when you speed the video back up.

Also, can someone explain to me the point of Apjjm's batch file? It runs the game with some weird parameters, and for the GOG version, it enables more than just the debug toolbar. Seems better to just edit your game settings manually.

About Teravortryx
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