That could actually save 2-3s if it weren’t for losing your weapons.
I wonder if the holes could be found. I remember Mavrick was trying to make a mod to help fight map collision inconsistency, he said it was impossible without directly hacking the engine.
I was thinking maybe if you could make a mod to change to the player collision size to 1x1x1u and allow him to move like noclip but with collision detection on, it could make it a lot easier to find them.
Hey I’ve been following this thread for some time now, finally decided to register. I’m extremely excited for this run and was just wondering if there are any updates? Last I heard you guys were still on Gonarch’s Lair. How’s that going? And is it still looking like a winter release? (assuming of course you get the explanation video done)
I remember quad telling me a long time ago that spending months to try to get out of the door at the right millisecond wasn’t worth the saved milliseconds, and that they would end up with extra health because of that. It was at least a year ago, maybe two, did they change their minds? if yes, how the hell did they do the thing? I mean, I don’t remember any long pause in the progress for that chapter.
Getting the right amount of health from the door would be doable. However redoing good segment because a boost took 95dmg instead of the planned 90dmg, over and over, would be a waste of time in my eyes. There is around 46 boosts post-HP door. Making all those boosts hp perfect would take a lot of extra time. Compare that to my Opposing Force run that had around 8 damage boosts in total. Or SWs run post-HP door that had 4.
I took 300hp more than planned from the door (4738 in total). Currently there is only 64hp that will be left over. So I think I’m able to take extra damage towards the end only the get the 1hp style points.
Several boosts have changed since the visit at the door, so I’m really proud that the planning turned out to work this good.
If anyone remember me talking about fixing hp qdq-style. It will thankfully not be needed.
Out of curiosity: does (or did) it happen that you rethink old segments or just play around with them and stumble upon timesavers? What do you do? Is it realistically possible to upgrade such a segment (due to all the stats involved like position, velocity, health/energy, weapons/ammo)?
That one was pretty easy since we had no weapons at that point, and also were standing still at the segment swap. I also redid the first Interloper map in order to fix a satchel and reload shotgun. Most xen maps are easy to redo since they mostly start and end with teleports.
There is a thing way back at On A Rail that could’ve been done about 2s faster with better health planning. An extra damage boost with grenade to replace tripmine climbing. And less damage on already existing damage boost. But said extra grenade boost would be incredibly hard without armor (would need 30ap+, would take 3s+ to recharge, no suitable batteries) since it would have to be placed on the ground on good spot while doing an extremely hard bhop in the electric water. This is a project for future TASes.
“You are man… he is not man… for you he waits… for you…”
11 damage boosts and 5 gauss boosts later, Interloper is finished. Nearly cut in half, 42.7% faster to be exact.
Now there is ~50 segments left of Nihilanth slaughtering…