Active player (302)
Joined: 9/2/2006
Posts: 504
Jungle Finished! End time: 0:49.68 Found that if i switched weapons during intro cinema and then started shooting at a very precise frame i could actually start fire that weapon immideadly at start of level and keep it without the game automaticly switching back to PP7 (this might have been a little useful for Train beginning). This allowed me to get a pretty much instant mine boost. Overall another pretty awesome level. m64: http://dehacked.2y.net/microstorage.php/info/698503912/Henrik%20and%20Simon%20-%20Jungle.m64 (note: m64 may desynch if run from a savestate, watching from beginning however definately works) youtube: http://www.youtube.com/watch?v=z1pQtr1UssU
Joined: 2/3/2011
Posts: 6
Hey, not sure if you're still looking for suggestions for the protect Natalya portion of Control, but I was thinking it'd be funny if you destroyed Natalya's computer desk, while keeping the monitor and keyboard intact. I've done this on console before, looks pretty funny. Not sure how easy/possible it is to manipulate the explosion to not take out the monitor/keyboard, but just throwing it out there.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
the computer desks explode kinda like small grenades, so they're pretty dangerous, but if you explode enough things at the same time (like the other desks), it becomes too much for the game, and it can't render all the explosions, that's how you could destroy it without destroying the computer. it happens often with infinite ammo that if you shoot too many things with grenade launchers, the grenades stop working for a moment sometimes. btw, i wonder who put explosives in the computer desks and even chairs in this game :P
Joined: 2/3/2011
Posts: 6
Heh, yeah seriously. Not to mention the explosive "toy" car on Surface! I heard somewhere that they made as many things explosive as possible just to help create an exciting atmosphere to the game, so it seems like there's more going on around you than there really is. But anyway, that's not exactly what I'm talking about. The time that I did it on console I was just shooting the desk with D5K. I was trying to look to the left side and just hit the corner of the desk to keep the explosion as much to that side as possible. I don't know much (if anything) about manipulating explosions, which is probably why it took so long for me to pull off. Probably simple to TAS.
Active player (302)
Joined: 9/2/2006
Posts: 504
That's a very good suggestion, and should be easy to do so i'll definately go for that. A small progress update: I've finished the first room. It turned out to be a little difficult to do the next part, First of all i seem to loose some time compared to the best Agent TAS simply by waiting for Natalya, prolly need to do some wierd manipulation there. Also i wanted to do some nice bullet hole messages but due to graphical issues only a fraction of the shots i fire actually create bulletholes? (Actually the bulletholes DO get there but half-transparent and only visible at close range) Anyone know if this is an issue with all graphics plugin or just Jabo, or is it like this on console as well?(can't remember lol)
Active player (302)
Joined: 9/2/2006
Posts: 504
Control Finished! End time: 3:51.53 Rerecords: 65784(my highest count for a level so far, this is only 20k behind what Jack had for his entire run :P) Another mindblowingly fast level. Faster than all Agent TAS'es and beats previous 00A record by 6 seconds. Only posting this as a progress report, all remaining levels including this one will be revealed at submission time.
juef
He/Him
Player (154)
Joined: 1/29/2007
Posts: 208
Location: Québec, Canada
No doubt this level will be a highpoint in the TAS, I can't wait to see it! Thanks for the update!
Joined: 2/3/2011
Posts: 6
Wow Henrik.. can't wait to see this..
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Heh good to hear that Control is out of the way ;D Next one is kinda 'big' as well, I imagine... As for Cradle, I'm not familiar with the mechanics of how Trav takes damage.... but wouldn't it be possible to use a grenade on him earlier? I see the problem of the explosion being in thr way... (but in the current TAS quite some standing still is present)? Maybe even kill him without grenade but just a multitude of headshots? In that case, a grenade on the terminal may save some time Oh I always wondered.. isn't the 'secret' rocky hallway in lowern Caverns a shorter route? Though I assume that's been tried before :p GL!
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Active player (302)
Joined: 9/2/2006
Posts: 504
Caverns is a pretty simple and fairly short level really, should be pretty fast to do. And i'm fairly certain the secret hallway is longer, simply because this game has been speedrun for over 10 years and i can't imagine them overlooking something like that. For Cradle, Trev doesn't take damage until after he's activated the antenna console. And you can only hit him once on each place he stops at.
Banned User
Joined: 5/11/2004
Posts: 1049
Awesome TASing I was wondering on jungle, was the drone gun before xenia not shot to death because of lag? And shouldn't it be possible to do more GL boosts, or like a double/triple GL boost at the end, like the one in streets where the temporary invincibility is used? And what about doing RL boosts on streets with temporary invincibility in conjunction with GL boosts?
"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."
Active player (302)
Joined: 9/2/2006
Posts: 504
For jungle the answer is yes, to avoid lag. Boosting in that tunnel isn't really doable cause there's too many explosions going on, so nades just dissapear. I was able to do a double boost once but it was only a few frames faster than the final version. For streets there are no RL's available. KF7 roadblocks give way better boosts and more of them as well. Also rockets can't be bounced against walls.
Active player (302)
Joined: 9/2/2006
Posts: 504
I hate to prove Jack wrong again but... Caverns Finished! Time: 1:19.90 Rerecords: 24653 Another fantastic run. Unless someone has a great argument against it i'm gonna use button codes now to unlock aztec and egypt and continue on with aztec.
Active player (302)
Joined: 9/2/2006
Posts: 504
I have no idea why but button codes don't seem to work. I even tried using a code that beats cradle on agent automaticly because some sites said cradle needed to be beaten on agent for aztec code to work(i even tried actually beating cradle). However, no matter which codes i used nothing works. None of the codes even produce a "beep".... So i honestly have no idea what to do now. If someone has some insight into exactly how those goddamn codes work that information would be appreciated. Edit: Simon appareantly managed to unlock Aztec HOWEVER, it only unlocks Secret Agent. Therefor the button codes idea is officially screwed. My choices are now down to: 1: Screw Aztec and Egypt, Just beat cradle and submit run. 2: Include Aztec and Egypt but beat Cradle twice, obviously redundant. 3: Include Aztec and Egypt but movie doesn't end at or ever show credits. Need some input here poeple.
Experienced player (504)
Joined: 1/12/2007
Posts: 682
Can't you just beat Cradle on 00A, then press B after beating it to get back to the main menu, instead of pressing A to view the ending? Aztec should be selectable then, and if you beat that on 00A, so should Egyptian.
Active player (302)
Joined: 9/2/2006
Posts: 504
Sure that's option 3, but where would the movie end?
Joined: 9/22/2009
Posts: 18
Why not submit the run until cradle (to keep your time consistent/comparable with the previous attempts) and post the last two levels for entertainment?
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Option 2, I say. But make Cradle revisited into a play-around where time isn't a primary goal. True, one can no longer use the strict definition of shortest input time to movie completion, but it would otherwise mean a perfectly redundant cradle. After all, everything up to the end of Egypt is TASed to precision, anything after that is just bonus material as far as I'm concerned. Have you tried just putting in the button codes in realtime? Just one last check to make absolutely certain it isn't working.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
wuschelbeutel1 wrote:
Why not submit the run until cradle (to keep your time consistent/comparable with the previous attempts) and post the last two levels for entertainment?
^This.
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Experienced player (504)
Joined: 1/12/2007
Posts: 682
Sure that's option 3, but where would the movie end? Uh, the last input required to finish Egyptian? I don't understand why this is an issue. >_> Who cares if the ending doesn't play? This is the full game, so IMO it should obviously be the way it's done. I'm also surprised the idea of codes was entertained at all.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
I prefer seeing Aztec and Egypt included. Since cradle is so short, I don't think running it twice is bad. Is there any silly, quick novel glitch you can throw in the second time for not too much time expenditure?
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Wyster wrote:
I hate to prove Jack wrong again but...
Baww, I'm never wrong. Consider it a very large, and surprisingly coherent, typo. Also, I feel that full-game runs in general should end at the credits. That said, I'm not the one making the run, so ultimately it's up to you to decide what to do with the last level(s). The run is clearly far more optimized than the one I did, so I doubt the inclusion/omission of the "bonus" levels is a big deal either way.
Joined: 3/17/2009
Posts: 496
Swordless Link wrote:
Sure that's option 3, but where would the movie end? Uh, the last input required to finish Egyptian? I don't understand why this is an issue. >_> Who cares if the ending doesn't play? This is the full game, so IMO it should obviously be the way it's done. I'm also surprised the idea of codes was entertained at all.
I agree with this. My only addition to his comment would be that I would love to not have to watch the same level twice.
Active player (302)
Joined: 9/2/2006
Posts: 504
Let me add an option 4 here: Beat Cradle as next level, show Credits(making movie directly comparable to last one), as soon as Credits end, run last 2 levels. Sure there will be a little wait between levels BUT, that's the way the game is meant to be played. Also i feel this might be a "best of both worlds" solution. I agree with Jack that a movie should end at credits, but on the other hand it doesn't look so bad to add some bonus stuff after credits considering this is very often the intent from the makers. I think what i mostly want to avoid is never getting to Credits at all.
Joined: 3/17/2009
Posts: 496
That is way better than doing cradle twice. Can you explain why the credits are so important? As far as I am concerned, the less cutscenes the better.