Utsu had a good point in his run with the dev of there being no discord/central location for gathering outside of this forum for SWRC Speedrunning. I created a discord for speedrunning in swrc. Anyone is welcome to join and we can see how it goes: https://discord.gg/RBgv9qG
After much testing I've finally found possibly the most consistent setup for the to own the skies skip. It takes a bit longer to set up than the usual one, but it's maybe 50-75% consistent. Also, because the sonic detonators are on the ground already, to retry you just reload and move to the side to trigger the spawn, so a reload only costs 2-3s. I'm sure there are ways this can still be optimized to perform it more quickly or make it more consistent.
EDIT: I've found doing it from here with 4 grenades, aiming at the same spot, is actually more consistent. I did it 8-10 times and it didn't work only once, and its a bit faster https://imgur.com/QM0kO2r
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.
Quick question. How does one do the clip consistently. I have done it, but I can't figure out how to do it consistently
It seems that there is a way to skip the black text intro screens. All you have to do is alt-tab out of the game window, wait a few seconds, then go back in and it brings you immediately to the next level. I've had the game crash on me while doing this, but it would still be faster to just restart the game and do it again than to wait for the whole thing.
I've been experimenting with superbumps, and other places they could be used other than Territory.
The first thing I have found, is that the distance seems to be influenced by the game FPS. I recently got a new graphics card, and using it I get very high FPS (300-500) on low graphics settings. After getting it, I tried the superbump in territory and when I got it was propelled way beyond the droids to the wall behind them at very high speed. I'm not totally sure if this is due to the FPS, or I just got lucky, as after trying for a few minutes wasn't able to replicate it. My speculation for the mechanism behind this is that it has trouble calculating the collision when hitting something at an angle to the player's feet. The collision box actually goes into the edge for a frame, but then the game engine "realizes" it's inside and object and reverses your velocity direction and increases it's magnitude to get you out of the object. The high friction causes the player to quickly decelerate, but if you input a jump before you slow down, you can use it to get a lot of distance, but as far as I know, the height of your jump is unaffected.
Second, I couldn't find any other places it could be used, with the exception of possibly on final strike. After using the barrels in the first room to get up to the top, the slanted beams you climb up can be superbumped.
While I haven't been able to get a bump that propels 38 far enough, it does seem to be going in the right direction.
I also have had some bumps without a properly timed jump that shot me backwards very quickly, and it only seems like I have a few frames at most to input the jump. I'm not totally sure yet. It will take some more testing.
I put together a layout, split file and autosplitting script Livesplit. Use the provided split file and layout, if you want, then add the split script. I only have one computer to test it on, so if it doesn't work, let me know.
Split file: https://drive.google.com/open?id=1Pe1wF9PWdJFm-kz7lp2NfBqwZLCLb-Jo Script: https://drive.google.com/open?id=1a4ApkimLLI-oImrbEvtFhRxxaBTxyX1V Layout: https://drive.google.com/open?id=1PtIkFV-Fm6fdM-rrqCWk17vhmzmY1fzl
I was wondering what the specific rules for timing are. In the current first place run, the briefing sections between the different planets are skipped. Also, I have done a run where the game crashed while loading the first Kashyyyk level, and paused the timing while reloading the game. Is that OK? So basically, I'm just wondering what the specifics are for timing of RTA runs, as I can't seem to find any specifics.
I'm aware that there are several points in the game where a trigger is waiting only for an audio clip to finish playing. I'm wondering if any specific language version will have shorter on average audio. According to steam, the full audio is available for the game in German, French and English.
I'm going to try finding specific audio clips that the game is waiting for. Would anyone with a non-English version of the game be willing to check the length of these clips so we can see which version is the shortest overall?