Posts for Wyster


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Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Well i can kinda debunk that last theory immideadly :p Doing 2 plastiques in 1 pause between first and second room saves alot, but on the other hand theres only 1 door we have to wait for and the second is warpable after a little while. Also we do quickpauses by the first door which makes up for the lost time. 3 however is way more complicated. In second room, KF7 firing is needed to get door to open by guards, otherwise theres a big time loss from waiting for it. Next, a catwalk with 2 doors, 2 guards on the catwalk, and a third right behind the second door. Getting past all guards is probably possible but there's still the door waiting thing, 3 doors is too much. How much a pause costs varies but in this case it should be 2.84 seconds. Not too much. The same goes for 3rd to 4th room, 3 doors, 3 guards + keycard being out of the way. Current strat is probably optimal.
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Are you refering to frame RATE as in like less lag etc or frame COUNT? It would be pretty cool having the runs side by side though :) As far as progress goes, i've just entered the 3rd plastique room in the silo. I'm trying to decide whether i should try a 1 pause strat here or do exactly like Simon. If i do the latter than it should be finished shortly, otherwise i dont know, depends on luck and difficulty.
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Joined: 9/2/2006
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Okay i'm posting a progress report here for those who still give a damn about the run. Basicly testing out strats and making a big investigation in quickpauses have taken up the past week. Me and Simon have "determined" that using 1 single pause for first 2 plastiques is faster(I was gonna do a counterpart to this run testing the normal strat but it's just too obvious that it's gonna be slower), especially after Simon got 1:09.6 using that strategy. A 5 second cut over RT's run and there's still lots of room for improvement. 1:06-1:07 might not be impossible at all. Altough, it's gonna be crazy. So anyway, i decided to start up my real run and try to maybe finish it this weekend. I'm still in the beginning of the run but if i can just get past this first scientist room, progress is gonna go faster.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Umm that texture pack was never finished and last time i checked, the project was dead. Pretty sure there was another unreleased update though, v0.2. I do remember seeing screenshots of the new pipe.
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Me and Simon established that you cant boost yourself off monitors, the explosion isnt big enough or something like that. And no, no one died from falling monitors unfortunately :P
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Joined: 9/2/2006
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FINALLY!!! : http://dehacked.2y.net/microstorage.php/info/523106422/Wyster%20-%20Goldeneye%20007%20-%20Bunker%20Remastered.m64 Youtube: http://www.youtube.com/watch?v=RCp8STYyF5M&feature=channel_page (Thanks to simon for upload) Bunker finished in 54 seconds! Prolly around 40000 rerecords spent on this level alone :P Oh well, Now i can forget about bunker for all eternity and play some silo instead :) Enjoy!
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Joined: 9/2/2006
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Okay so today i spent ALOT of time finishing up my final(YES FINALLY FINAL) run of bunker aiming for a time of 54 seconds. Alot of optimization later i get a cool time of: Tralallala - 55.016666667 seconds...... Gotta redo ending to save 4 frames... So sry guys no WIP today but hopefully tommorrow.
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The most surefire way is to use Utility of Time look through the scene files for ones that contain multiple rooms. You can Wrong Warp with any scene that contains multiple rooms that have different loading zones or warpers.
Anyone done this yet? I dunno how utility of time works but shouldn't this immideadly reveal all possibilities? Meaning no speculation necessary and no need to guess which rooms it works in and if it'd be useful. Or is it more complicated than i think?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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In case you didnt know, I made that 2P WIP ;) I'm pretty sure its impossible to optimize it very good and takes ages to finish a single level. I did start off investigation but didnt come too far. The lag also makes it even more hellish. And yeah, forgot about the level proceeding glitch. That's a bitch forcing you to reset game every other level. Prolly impossible to create a single synching m64 for entire game as it is now.
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Joined: 9/2/2006
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TV to kill guard? Lmao. That'd be hilarious. Perfect Dark eh? Dunno if the 3D itself is much of a problem but the mechanics of GE/PD might take a while to master. Also strategies in PD are somewhat complicated and require alot of research before attempting a new level. However, since you'd have my run as a guide things would be much easier. But remember, Compared to GE, PD is ALOT ALOT laggier, meaning its much more of a hell to TAS, and sometimes it can be unpredictable. I Would recommend doing a GE level first before moving on to PD. Feel free to start a TAS if you want though. I do want to finish PD sometime but it'll most likely take a long time before i regain motivation.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Or simply backstrafe all the way to the end. Should be a little faster than normal strafing. Guard in the end are gonna be a hell though since you cant shoot him(Kill them early, Hope for black guards instead?). Oh well, I'm probably gonna redo from somewhere in the beginning, before boris. Not sure but the klobb boost might only slow his talking down. I will also avoid getting that comp key card since i cant run in front of boris anyway. Will probably think of other things as i go along.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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I shoot in cinema so that the guard in it will open first 2 doors for me :P And yes i could've shot that box earlier, will defiantely do if i redo the run. And no i couldn't run any earlier.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Bunker Test Run Finished: http://dehacked.2y.net/microstorage.php/info/1311415251/Wyster%20-%20Goldeneye%20007%20-%20Bunker.m64 The very end can probably be improved a little by avoiding box boost but otherwise this is pretty good. End time: 56.43 I'd really like to know your thoughts on Entertainment/Coolness value, and the run overall of course :)
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Test run of bunker is nearly finished and will probably be up sometime today/tommorrow. Even with an unoptimized ending i was able to get 56.5'ish time, So 55 is probably not entirely out of reach. Depends on how much faster i can make Boris walk in beginning.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Beautiful. Simply beautiful. Loved 2 facts in particular: 1. Almost no indoor temple stuff, pretty much entire child section on the field, makes the game look just as broken as it is :D 2: The forward side jumping on the lake hylia bridge xD
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Yeah me and simon tried some as well but without success. Never tried shooting from inside cabin though and i did not know about the "when" factor. So i guess the only way to make this work is to shoot key as close to the wall as possible, shoot it upwards, then either out of the window or "lob" it over the wall, through the ceiling. Might wanna use KF7 for this as it can take alot of shots to make it work.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Its a very definite timesaver. I have been thinking about the lookdown thing and it's really only on long outdoor levels like surface where it will be utilized to this extent. Upcoming levels is mostly indoor and will have less lag overall and therefor more limited use of it. Yeah i tried the key thing once or twice myself on console, its an interresting idea for TAS though now that i think about it, juggle it outside of roof, somehow continue from there and make it land outside...That'd be the coolest trick ever :D Doubt you could hit it after it goes through roof though. Anyway, i prolly spend like 20000 rerecords and unless this key juggling thing works, it's final :P Bunker coming up and it's time to do some 2.3 style magic :D
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
I've now FINALLY redone surface completely to a satisfying level(Time: 1:44.71, i dont see any chance on 1:43), definately final run: http://www.yousendit.com/download/WnBReUNITmFKV00wTVE9PQ Enjoy
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
It appears the MHS didnt work because i was using it with Anti-DS mupen :P Works fine with normal mupen and it appears my time was 1:45.2333333, Definately redoing the end half of the run to get 1:44. Edit: Found the address for Anti-DS: 009464B0 Doing some testings now, for starters, unlike Perfect Dark, Goldeneye doesn't appear to have any roundup in time, 5.97 does equal 5 seconds.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Here's the "test run" of Surface: http://dehacked.2y.net/microstorage.php/info/1511414009/Wyster%20-%20Goldeneye%20007%20-%20Surface.m64 The reason i say test run is because i don't find it fully optimized at all. Alot more boost is possible(however guards were blind on this run and i couldn't get more boosts no matter what i did) and from the door to safe until end i didn't even bother to maximize it. Kinda lazy TAS'ing there. The wierd thing is the end time: 1:45! I was only expecting like 1:47 considering Simon's run had all those boosts and a great run. Actually beating that was incredibly unexpected. So now i'm kinda questioning whether this run is better than i thought and keep-able or if i should redo. So basicly, I would like to know my decimal(the address in MHS is not working for me), and i'd like to know you guys opinion of it(And please watch the run before judging it..)
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
For some wierd reason a rumor came up that TAS'es didn't lag at all. Since this is untrue lookdown is just as necessary for console as for TAS(if anyone remembers my old Agent run alot of wr's became impossible to tie due to no lookdown being used). And thanks alot for the information nfq! It's gonna be really useful. Surface is currently eating me alive. For being a pretty simple level it's extremely uncooperative. Had to redo window shots 4 times now probably without improving anything compared to simon's run, and guards just doesn't want to boost me. Oh well, i'll keep tryin.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
mr_roberts_z, are you gonna redo anything(or perhaps you haven't gotten to any differenting level yet?) in order to utilize this trick? Is BoB first level where this is useful?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
UPDATE: I've now improved Runway to 33 seconds: http://dehacked.2y.net/microstorage.php/info/214452176/Wyster%20-%20Goldeneye%20-%20WIP2%20Again.m64 The obj i'm actually waiting for in the end now is obj B due to a slow destruction of last drone gun(i think from the angle i'm using it can't really be done faster? Gotta make the nade bounce in a way so that it stays just below the drone, can't make it stay in an optimal position without more priming), So maybe 32 is possible by some magical avoidance of damage and still keeping the strafeline. But i'll leave it at 33 for now.
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Joined: 9/2/2006
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XGeOmegaX: damn, a pretty genious idea for runway you posted if it works... XGeOmegaX: Shooting nades i mean Jackimus Wedge: it does work XGeOmegaX: faster battery Jackimus Wedge: yeah Jackimus Wedge: well, i tried to do that in my run Jackimus Wedge: err hm Jackimus Wedge: I actually remember doing that and getting 34 Jackimus Wedge: ...what the hell? XGeOmegaX: Lmao? Jackimus Wedge: *checks youtube right quick* XGeOmegaX: its 35 on youtube i believe Jackimus Wedge: X FUCKIN D Jackimus Wedge: I kept the wrong runway run!! XGeOmegaX: Wow, this is unexpected Jackimus Wedge: WOW Jackimus Wedge: it took me two years to notice that? LOL!!! XGeOmegaX: Hahahahahah XGeOmegaX: Well this means i should redo end of runway as well.. XGeOmegaX: getting 33 i guess Redoing ending as soon as i can...
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Thanks I just remembered that nfq i believe had the memory address to the timer and could check exact decimals, If someone could explain how to use this and provide a link to the progam(s?), that would be extremely helpful in fully optimizing the game and achieving best possible times.
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