Kommentare
kram11384 years ago

I think I'm (obviously) OK with it. It does lose time, so it's a tradeoff of whether it's worth losing the time for regaining health and ammo, and adds another decision you need to make on the fly. But I don't think it's a big deal either way.

kram11384 years ago

In short, you have to press an arrow key, then enter, while the level is loading, then qs/ql. The loading screen start button blocks the qs/ql, so you have to press the start button with the keyboard before you can qs/ql. I use caps lock for qs, f5 for quick load, so I press right, enter caps lock, f5, in quick succession while the level loads.

kram11384 years ago

I do it just by running against it and wiggling the mouse right and left at the place where the bump occurs, and it usually happens in a second or two.

I initially found it by accident after failing the normal jump. I'm not sure how many more places would be greatly advantaged by a bump, at least he kind we've seen. Superbumps aren't really practical in nonsegmented runs and these upwards bumps are more rare and I can't think of many places offhand that block you way like these barricades that we don't already have ways around. Unless we find a bump that allows you to scale things much taller...

kram11384 years ago

I found another way of getting over the barricade in bodyguards that is slightly easier and faster than the former way. Just hold right and forward while sliding along the barrier, and you will bump up on top of the barrier.

kram11384 years ago

I updated the autosplitter. It's in the same google drive folder (LiveSplit.SWRCSplit.dll) It is a bit more general than the last one, so it should allow you to use it for just doing individual missions. It won't automatically start at the beginning and stop at the end of Assault ship and Kashyyyk, but it should split for all other levels. It just will split whenever you enter a level that you haven't been to yet.

Reverbed und wike gefällt das.
kram11384 years ago

I'm pretty sure why this (and the superbumps) happen. When you run into unusual geometry in the level, the game gets confused and you actually clip into the geometry. It then panics and tries to push you out so you aren't able to clip through things. For the superbumps, jumping removes your friction, so if you jump on the exact frame it pushes you out, you maintain the speed from the push. For this case, when you clip into the box the game is confused and doesn't know to push you "out" and instead pushes you up out of the geometry. It also makes sense for cases where the level geometry gets pushed into your, or other pawns geometries. It tries to get you out and pushes you up.

kram11384 years ago

I think a easier way to define it might be a "no skips" category, which basically would mean you need to go through the levels the ways the developers intended. You would still need to define specific rules. My suggestion would be: The only actions allowed during loading screens is movement, visor mode changing and weapon switching. (Includes no double loading) No grapple glitch. No jumping on frozen props (barrels or anything else that might be discovered) No out of bounds. This would basically include any area that isn't "intended" to be accessible and a given time). This might have some contention as to what is "intended", but I think it's generally not too hard to understand. For example, rock skips aren't "intended" and the Jailbreak skip, while the areas are all accessible, are not intended to be accessible without first breaching the door. Some things like jumping the around the crates in Fate of the Resistance would be fine since you never leave any "intended" play area. Shooting the barricade at the end of the walkway in that level wouldn't be allowed, since it allows you to progress without slicing the console, which is "intended".

This would allow things like animation cancelling, skipping any triggers that don't allow you to access areas early, invincibility, superbumping that doesn't allow you to go out of bounds (such as territory). These things are harder to control, since many of them can happen accidentally in a run.

Another option would be a more traditional out of bounds definition that would allow you to access areas early, just not ones that you are required to go outside of the normal play area for.

That is all assuming there is actually demand for such a category. In my opinion, all of the coolest tricks would be banned, but there would be more of a focus on fighting. There is hard mode for that though, IMO.

NovaStardust gefällt das.
kram11384 years ago

Not really. There really isn't much good documentation.

I'm actually trying to remake it but as an autosplitter script. I think I'm managed to get it to work just using the memory pointers, but it splits each level once it's finished loading, instead of once it starts loading. I'm going to try a bit more. If not, I might just remake the old plugin that I made, but make it handle doing just sections of the game, instead of all the levels.

kram11384 years ago

I believe the way it works is that the game makes a save of the level at the beginning of each level. The LiveSplit plugin that I wrote watches the save directory and whenever a new save is made, it checks the name of the save and it goes to the split that has the same name as the save. I'm not totally sure anymore, since I've lost the code for the plugin. I might try making it again. If I remember correctly, it wasn't that hard to get to work... I wasn't ever able to make the ASL file consistent, since I couldn't find a pointer that was consistently pointing to the level name, which is why I went for the dll. It's probably possible to do as a script as well though

kram11386 years ago

A few other things about it:

The levelstart trigger is actually triggered by the player spawning in the level. We don't know exactly how it works, but basically because you reload the level before it finished loading the last time, any actions triggered by the levelstart don't happen once the level reloads. My best guess is that the game waits until the level finishes loading before doing them. When you reload the level the game forgets about these actions it was supposed to do. It's not quite as simple as just any action triggered by the levelstart doesn't happen. It just skips some of them that happen right as the level loads, not necessarily any delayed ones. This can be seen in the wookie resistance. If you qs/ql too early, it doesn't work, as there is a delay.

Also, for levels that have a briefing screen, you can save and load these by very quickly pressing right and enter to navigate to the start button before it is visible, then qs/ql.

Finally, to avoid reloading the game to an earlier save, just qs right before the level end.

kram11386 years ago

Yea, I think if you have to, you can just wait a few seconds before starting the next level to make up for it.

kram11386 years ago

At this point, I'm convinced it's probably best to ban it, and not bother skipping the intros. At least they give your fingers a break.

ISlide und ThinksTheClown gefällt das.
kram11386 years ago

You have to hold down forward while pressing alt-tab. If you let it go, pressing it again won't make you start moving again

kram11386 years ago

I tested again, and you do in fact move significantly faster. I think I would support a ban as well, since I also don't want to alt tab every time I'm walking in a straight line. I would be in favour of only allowing it to skip the intro scenes, as they're long and I don't like waiting for them.

Too bad. It is a pretty cool trick, but I think it would be really annoying to alt tab all the time.

kram11386 years ago

Hm. It seems that it's not just cutscenes that go faster while the window is hidden. Your squad and enemies also move faster. But not yourself. You go the same speed.

I'm not sure what I think of it right now. It's not THAT messy, and there's only one or two places it really saves much time. I don't think that just pausing the timer for the intros makes sense, since it's not so much that I don't want the time to count as not have to wait through those cutscenes. I think I have a slight preference for keeping the status quo and allowing it, but I would be ok with banning it.

kram11386 years ago

Alright, so it wasn't really possible to get it to work the normal way, but I think I have it working consistently now. Unfortunately, it requires essentially a mod for the game. The mod shouldn't affect gameplay at all, but let me know if it does.

To install it, download all of the files from here: https://drive.google.com/open?id=1heK2crAaQNPEfcuESD-OwIxNzHxcF62z .

Then navigate to your intsalled game folder and go to GameData/System and replace the existing xinterfacectmenus.u with the provided one. (Make sure to back it up in case it doesn't work) Then navigate to GameData/Maps and replace the geo_01a.ctm and yyy_06d.ctm files with the provided ones. (Make backups of these too) Then take LiveSplit.SWRC.dll and copy it into the LiveSplit/Components folder where LiveSplit is installed. Then load LiveSplit and load the provided split file. Then, if you want to use my layout file, load the layout file. If not, go to your layout editor and add a Control>SWRCSplit component to your layout. Then, if you use either your own or my split file, you have to go into the layout settings and find the SWRCSplit tab. Finally, set the Game Folder to be the GameData folder in your installed game folder and you should be ready to go.

It's a bit of work to set up, but from my testing it works 100% of the time and should work on any computer. The previous version I made looked at memory pointers to find the current level, but this version instead looks in your save directory. The mod makes a dummy save every time you go into a new level, and the component checks for new ones and splits to that level. The reason the modified first and last levels are required is that for those splits, they are triggered not by the next level loading, like the others, but the button being pressed for the first one, and the level end for the last one.

If you have any questions or problems, let me know.

kram11386 years ago

You are right in that it generally doesn't save much time. I've only been using it for the intros, final strike ending and front line briefing. I've also had the game crash when alt tabbing, so I don't want to do it too much.

If others want, I would be OK with pausing the timer during the intros, but that wouldn't be my preference. I would also be OK with either allowing it banning it altogether.

kram11386 years ago

Quick question. How does one do the clip consistently. I have done it, but I can't figure out how to do it consistently

kram11386 years ago

Territory - waiting for spider droid. Window has to be visible to trigger the gunship discussion. So after spider droid is dead, minimize for a few seconds, then maximize and minimize right after for a few more seconds. Can't skip any more after the "You boys are going to want to stand back" line. Saves about 10s. Jailbreak - waiting for barrier to be blown. Saves about 5s. Wrath of the Republic - end of level. Saves about 5s. Saving the ship - beginning dialogue. Saves about 7s. Rescue of Tarfful - waiting for demo spot. Saves about 2s. Bodyguards - End dialogue. Saves about 3s. Critical Strike - End dialoge. Saves about 12s. Frontline - Briefing. Saves about 22s. A Bridge Too Far - Briefing. Saves about 6s. Search and Destroy - Briefing. Saves about 5s. Search and Destroy - Briefing. Saves about 5s. Final Strike - End dialogue. Saves about 30s.

ISlide gefällt das.
kram11386 years ago

Yea, it does seem to accelerate it. I looked into the game code but couldn't see anything obvious. I've been looking for other places this could be useful, and I'll post a list of all the places once I've checked everything

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