Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Oh wow thx So yeah this is latest revision, anybody have comments ? I mean spot something we didnt or things like that. This is 2:23 faster than canceled movie (wich end 1:03 too late), so the movie should be somewhere around 57:30, give or take 10 seconds depending how much improvement left
Active player (433)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
The opening doors and walking down/up on stairs sequence is extremely annoying... I hope the final encode removes them because in my opinion, it really harms the entertainment of the run.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Banned User
Joined: 5/11/2004
Posts: 1049
So I was trying to think of new routes. I was wondering about a few things: Is Jill's sequence B normally triggered by seeing the Barry bazooka scene before acid round scene? (It also seems to be triggered if you don't see bazooka or acid round scenes) And I read the acid round scene is triggered by returning to main hall with chemical, is it possible to avoid this normally by putting it in the storage chest and getting it later in the other storage chest? If you let Richard die do you ever have to get the serum? I've heard 6,7, and 15 minutes for Richard to die, is it version dependent or also vary on other things? If you let Richard die is there a cut scene there, if so how long is it? Then I read Barry will give a radio after killing yawn if you didn't get one from Richard, how much does this change the time of that cut scene? Richard dying scene takes 29s and entering serum room, getting serum and exiting takes about 18s. So I was thinking you could potentially save time by using a route which saw Richard before things such as: pushing statue off ledge, getting blue jewel, the crest behind the tiger, shield key. Then I was wondering how much time does the bazooka actually save? because it takes about 43s to get and potentially more by taking an extra inventory spot (this only 3s if going in the serum room but if you're skipping that it's more like 14s)
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Some of those questions are answered by the chris run i watched the other day (zeno) Without the bazooka this is a knife run basicly, look up ds submisions to find out its a lot slower to avoid the bazooka and rounds (and thats logic, given the HUGE difference in damage). A easy way to tell is that the 2 loosy grenades i use on snake avoid to shoot 11 (!) bullets. The problem with richard is that i dont know if its 5 or 15 minutes, and even if it was 5 minutes i think it would be already too long and i would have to hang around doing nothing. I think theres a cutscene if hes dead, and its probably lot shorter than letting him talk, and indeed barry would give ya the radio latter anyway. Also to get the key, i need to play the music, if you look at the map, going for this without getting the rest (crystal ect...) would be a insane waste of time since i would have to come back for them right after. But yes, _this_ is likely the place where we could save lot of time if its possible, richard cutscenes are the biggest slowdown. To answer your question, yes meeting barry in hall (acids) is what trigger the set "A", and you only meet him there if you went trought the right wing of the house (chemical route basicly, and no i see little point in putting chemical into chest since we dont even need it anymore!) To meet barry at the place with the bazooka, you have to avoid the acids cutscene, and do something else, then go get the bazooka. Since im getting the bazooka before anything else, i also skip this barry. I appreciate the brainstorming ! Maybe we can figure out something in the future, many stuff require complex testing so i wont invalidate all your theory in one go :p Im still unsure how we could properly deal with the plant, given the very limited ammos we have, but, barry is SLOW for killing the plant with flammetrower (around 1 minute), nobody going to get this out of my mind, the issue been the cutscene set required for avoiding barry save you, you have to listen to the 2 dialogues in 002 for this, pretty much nullify the whole idea, but this worth investigation imo (and would also require different route, ammo wise)
Banned User
Joined: 5/11/2004
Posts: 1049
Oh, the first Richard door uses the shield key? (some map I found on gamefaqs showed it was armor) that makes it a bit less likely to save time. I was thinking you could use the 9mm to kill the plant and yawn. It only takes 3s to fire 11 bullets plus you would need to access the inventory 1 less time, so the actual savings for the yawn fight is about 2.5s. So that means it would have to save over 40s on statue zombie, plant and tyrant. I have my doubts about that. There's a good chance in a TAS some leet time saving strategy could done on the statue zombie. And if you can manipulate all the 9mm shots to deal 30dmg instead of 15 it seems like this should hold up.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Unless im wrong, maybe its the armor key ? the armor key would need the plant trick, so overall its still the same problem because you would still have to do all your tasks in the left wing, going for armor key but not doing the crystal sound bad idea for exemple. (we start from the hall) Im not sure to follow you for the rest, you say i would save 40 seconds or i have 40 seconds to beat plant+tyrant ? The difference between canceled movie and snake fight here is 9.5 seconds, im shooting 15 bullets and 2 grenades vs 5 grenades, its way more than 3 seconds lost i think (even considering to take damage) Edit: its impossible to shoot all bullets to do 30 damage, basicly its 1 critical hit per attack of the snake (and its fixed/frame based, work same for grenades), afaik no crits on regular zombies (but maybe it can happen somehow...) also they have recovery timers (shoot too fast > no dmg) We did made several tests on that zombie guarding the crystal, it was far better to just send a grenade for quick push of the statue.
Banned User
Joined: 5/11/2004
Posts: 1049
With all the moving around or getting hit I suppose it become a bit more. If you could manipulate 13 30dmg shots it'd only be 14 to kill, plus you'd save 1 inventory action between plant and yawn. I was saying the bazooka would have to save over 40s by using it on statue zombie, plant, and tyrant compared to not getting the bazooka. It's probably more like 36s when you factor in the moving or getting hit on yawn. It really seems likely though that skipping bazooka could save time, especially if you could just use the 2 clips in the storage chest. You save time by not having to pick up ammo since the bazooka way you have to pick up 1 round.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Im not worried by the ammo for gun, because theres also 2 clips in the storage room near sharks, and they are really on the way. Again, 13x30 damage is impossible, this wont ever happen unless the boss fight last for like 2 min instead 10 seconds, i only get 2x30 damage in this battle, and im fairly confident you cant get 3, even taking damage, 13 criticals is overkill. About item space saved, you wont save anything because youll need a slot for gun ammos (so you switch bazooka with clips, basicly)
Banned User
Joined: 5/11/2004
Posts: 1049
Probably need a crit script then to investigate this further. All crits vs normal amount of crits could likely be the difference between saving time and losing time over bazookoa. Those could be used but it'd faster to get both from the chest if getting the serum, since it takes a bit longer to pickup an item then access the chest, let alone two items. But those would be great if Richard dies and bazooka skip idea both turn out to save time.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
I was more like thinking we can get up to 4 clips that way, shark storage + chest. I think only 2 clips may not work. If you have ideas to make that script to find crits im all open mind on the matter ;) (im not enought good at lua to make such) But i whored a bunch the snake, and i believe you cant get any extra critical from it. Edit: do you know if Chris can skip as well the chemical ? well if you ever got it working or it was just with Jill ? Edit2: after many fighting with tentacles i noticed things are different for Chris, i cant match the same pushes and he just wont align like Jill, it would really help to know if this ever worked for Chris or if its for Jill only. Just a confirmation would help me to investigate further because so far it look it doesnt work and im running out of ideas. Edit3: we cant tas chris if we cant know for sure he can sequence break the chemical or not, also its pretty unclear how it affect cutscenes flow
Banned User
Joined: 5/11/2004
Posts: 1049
I'm pretty sure I first discovered it with him since he can get hit by the tentacle quite a bit more than jill. I think it might have to do with the view changing right after you get hit and then running forward right away, I think the tentacle gets delayed more by the view change. Also try pressing start.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Thanks for the confirmation (this save me some sanity), Dacicus was kind enought to help me find position and direction address, i also checked their speed and they are equal, now i can make a real compare between Jill and Chris to find out whats wrong, and if theres any difference it would be the hitbox (but theres no evidence of this yet). We can also simply cheat now to get past the tentacles (test run) and verify the cons/pros or whatever happen with cutscenes (piano without chemical? heh). The biggest issue i think in the early stages for Chris will be the sword key (yellow key in serum room), zeno is able to dump it into the chest when he get the chemical, and we cant do that. We also are wondering if it would be better to shoot the plant instead knifing it, it seem not possible due to items management but yet it would be nice to see if theres a real difference, since theres 2 clip laying near sharks it would be possible ammo wise, eventually.
Joined: 1/23/2007
Posts: 77
Location: Montreal
Planning Chris gives a lot of headache actually!
Banned User
Joined: 5/11/2004
Posts: 1049
For extra space you could use the aid spray early. So I'm guessing the Jill run is done?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 1/23/2007
Posts: 77
Location: Montreal
nah, when we get the 1st key (Rebecca 1st meeting), we are dropping the 1st aid and knife. And Jill's run is not finished yet, I'm working on Chris's Route as we speak, but we can't go further because arukAdo is having problem skipping the Plant :(
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Well i managed to get past the plant and understood its mechanics thanks to positions address. So what happen is like waffle pointed out the camera give extra invulnerability (would there be a timer? didnt investigated this aspect), the thing is to have full speed and correct direction while you change camera for last time, this is done by first taking a hit so you bounce back and forth the cameras then start running, this give you oppertunity to run a bunch deeper into the tentacles than if you run straight from the door without boucing cameras. Once you reach a certain deep youll be able then to turn, and eventually make it so that the plant push you in a direction that will give extra invulnerability (theres 2 type of "push", one giving more invulnerability than the other), thing is, if you was to have a too low position then the plant will always push you away and you wont ever make it trought, but with the first boost from camera letting you go deeper, this let you recover nearer from the "edge" of tentacle action zone. We are at room 156/172
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
So theres kinda a problem with the plant boss, im not able to find his HP address for some reason (it might be a ram search bug...) while i had no troubles for others. Oddly enought, i was lucky and it seem the snake HP matched the second part of the plant, so i could watch that at least, the knife does equal damage than the gun (15 per hit), but for some unknow reason the first part doesnt work this way. I had the feeling tentacles might act as shields over the core, it might also be all about how you are positioned with the plant. Basicly for no reason on first phase the knife is quicker/does more damage.
Joined: 1/23/2007
Posts: 77
Location: Montreal
ahahh I knew it, this is great news no need to pickup Gun? Unless Tyrant does a difference.
Joined: 11/30/2009
Posts: 17
bump. How's it going, guys?
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Not much working on the actual run but we did the route planning and some tests, notacibly; -the snake hitbox have a bug, im able to register up to 4 hits (60 dmg!) with a single swing of the knife, but it isnt easy to keep the glitch working for the whole fight (basicly will have to lower HP with hunters so the snake keep raising his head). -the tyrant can only be beaten with the handgun, the knife would take forever in comparaison, with the gun i managed to kill him before he fully turn around (slower than jill but still, its pretty quick) -for plant boss... well its going to be more a inventory problem rather than a pure speed choice, the best is to have the gun AND the knife, the first phase tentacles are protecting the core so theres no chance you would nail them down only with gun, on second phase thought the gun goes twice faster than the knife (logic since only 1 tentacle have the time to spawn) Im heavly lazy those days and im playing Dead Island like a bitch, most everything is set for the run we just need now to execute it, given the experience we already have with Jill run, im confident to say its going to be quick to execute, i might get more motivated for it next week.
Joined: 1/23/2007
Posts: 77
Location: Montreal
Pretty much what ArukAdo just said, Playing Dead Island like a crazy mofo, we should get started soon though, after dead island lol.
Joined: 11/30/2009
Posts: 17
Banned User
Joined: 5/11/2004
Posts: 1049
That's neat, maybe something to do with getting there fast enough, like barry wasn't in the load zone when you got there. Might be other stuff like that.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 6/9/2011
Posts: 29
Tested it in psxjin202 using a Director's Cut version and it worked on about a 20th attempt. No idea what is the cause of this, but Barry just stops on a 2nd screen. Was recording a movie, so maybe there is a way to look into it. Dropping the pjm in just in case: http://dl.dropbox.com/u/17623935/re1skip.zip EDIT: the skip happens as early as you get in the item select screen. No matter what you do next, Barry has already stopped near the clock by that moment and no cutscene will be played. I'll fiddle with it more. EDIT2: Ok, there is a 1-frame window in which you have to press the start button. From what i've tested, it appears that all what's needed is this one buttonpress. Coordinates & other buttons do not matter. Also if you reenter the room without triggering the zombie FMV, the cutscene with blood gets played. So, i suppose the main reason which allows for a cutscene skip is that Barry is too far away from a blood pool. And when you exit the room, the game just puts him there, and upon reentering the cutscene is triggered. Wonder what causes him to stop in the first place.
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
abyrvalg wrote:
EDIT2: Ok, there is a 1-frame window in which you have to press the start button. From what i've tested, it appears that all what's needed is this one buttonpress. Coordinates & other buttons do not matter. Also if you reenter the room without triggering the zombie FMV, the cutscene with blood gets played. So, i suppose the main reason which allows for a cutscene skip is that Barry is too far away from a blood pool. And when you exit the room, the game just puts him there, and upon reentering the cutscene is triggered. Wonder what causes him to stop in the first place.
Very interresting stuff, so for the record this game (well any psx resident evil games) is 30fps while playing, so it accept (read) input only every other frames, if the windows of oppertunity is truly 1 frame (and not 2...) this mean its determined by when you press X to open the door, trigger a menu access, pick up something, or the frame at wich you press start on main menu. In the eventually this is correct (only 1 frame), it might not be the only skipable cutscene but a bug in the scripts, if its just that one at least we wont have to bother thinking about the cutscene order, because that one you are forced to get it anyway, if others are skipable we might have to check if A is not skipable then B might be ect... (tonnes more of work...) I wasnt very motivated to redo Jill for messing around with the knife (not a large time saver), but this might be a good motivation. I havent downloaded or tryed yet your pjm, when you say director's cut, its japanesse or usa version ? the cd ID is usually simpler way to identify (SLUS ect...), it should show up directly in psxjin when opening the movie (or ill find out later anyway when i give it a go lol) This might be a good reason to switch version also, especially if it can work with others cutscenes AFAIK if you dont trigger the zombie FMV in "normal" conditions, the second cutscene with barry (blood traces) doesnt trigger, so here its double win from what you are saying :p