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well, if you've seen the vids he made himself you'd understand why I like the quality :p I'd even like to ask you if you'd be so kind to make avi's of all the other TAS's he's done (of which he still has saves/stuff that's needed), so watching them would be even more pleasurable.
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Sooooo.....is this actually going to be TAS'd fully? That vid was awesome.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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I belive a certain 'Rising Tempest' is working a full 00 TAS; however, he's been on facility for the last year almost.
"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."
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That was great, 4:06, I thought you'd be doing the break through glass shortcut with getting boosted by a guard so you only take damage from the guard. Also if you could manipulate 6 grenades you could skip getting the mines, but if you are getting the mines I think you should do some remote min boosting.
"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."
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I started up a caverns 00A TAS yesterday which hopefully will get done like, before new year. Anyways, 12 headshots so far, they look pretty awesome since the zmg has a very quick firing speed and i can do like 4 kills when the viewer only see like 2. And the Ar33 will makes things even better since i can go for the 100+% headshots(i.e i kill 2-3 guards in 1 shot which raises the percentage above 100%). After this there will be...11 levels left.
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So why are you doing this from these levels on? Why not start at the beginning and make it a full real deal and not just individual levels?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Spider-Waffle wrote:
I belive a certain 'Rising Tempest' is working a full 00 TAS; however, he's been on facility for the last year almost.
my guess is they're making these short AVIs to keep us entertained while RT makes the actual run; and it can never hurt to have a TAS'd level already present to optimize, and similarly to TAS a level to discover what is possible in that level and what projected finish times can be.
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I love at 4:00 of the video, Too Slow, James! Lol should be the screen shot :P
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not only that but... shooting the gun into the air and the elevator music at the end both pretty funny moments, in addition to the one you mentioned.
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Well I think that mine would be the screenshot you should use when you actually have watched the movie. Because it does not make sense before that. :(
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Since this is a TAS and not single controller rankings, I full heartedily believe you should use 2.3 and open the elevador door early. You can save at least one of the last scietist as shown in wouter's 1:42 so I think this means you can kill 1 of the objective A scietists, the first one. So this would make doing the "don't go down the stairs strat much faster" as you'd could just toss a mine straight down in full strafe to get the first obj A computers. Then in right strafe shoot some shoots at the other two scietists and throw the second mine straight down while leaving. This could save easily 3 seconds on this section alone. Just in case you forget, be sure to pass the spiral guards on the left side, warp if you have to. If you really want to be leet you should toss a timed mine and shoot it as you go by, the best places for this are: 1. After leaving the obj A room, toss it up ahead ont he spiral, if you do the spiral in left strafe you could land it on the wall and shoot it off there otherwise you'd have to land it on the floor and shoot it while running backwards. 2. At the top of the spiral toss it inside the double doors on the left wall and shoot it as you run by in right strafe, prolly have to jerk and shoot it while in right strafe and backwards to save damage. 3. On the catwalk, toss it behind the AR33 guard with the blue hat into the corner against the wall, shoot it as you run by in left strafe. 2 is good as you could do the spiral in right strafe. You could stay in right strafe doing the box boost you do in the agent run. 3 might work if you jerk toss it right right strafe, then either switch to left strafe during the toss or as you round the corner and shoot it. You'll have to switch to left strafe before the objective B room as you'll want to do the SA mine toss. The best place to get a timed mine boost is after opening the slow door, toss the mine by the door (ground prolly best) at the right time so it explodes when door the opens and if timed right it will give a good, straight boost with very little damage to you. The Objective B part is tricky. I think you'll want to do the SA mine toss, switch to AR33, fire 6 consecutive shots, 3 into the left computer as your running down the stairs, then 3 into the right computer while hitting the keyguard's head on one or two of them. Get the key from behind the boxes (luck manipulate the toss). Then run up the stairs head shoting the guards that will be firing at you. One more thing, get a guard boost while leaving the room after the spiral, another 1-3 while heading to the slow door, possibly one after contacting jack wade, and of course at least 1-2 while running under the final 2 drone guns and through final doorway. So that's 3 mine boosts, 1 box boost, and 3-7 guard boosts for a total of 7-11 boosts. On second thought if you could just get 7 guard boosts that'd be better than doing the two 'shot the timed mine boosts' unless you can do them with taking less than a bar of health. The slow door mine boost should still be done though, as it can take less than a bar, and you don't have to turn around backwards to shoot it. 11 boosts on 00 would beautiful to watch if you could somehow get the mine boosts to do next to no damage.
"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."
nfq
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good Shit, wyster! in addition to blowing yourself through the glass, you could have warped the door before the 3 guards and used 2.3 to open the elevator door. you might have got 4:02. post your wip of caverns if you want.
Shadow Byrn wrote:
So why are you doing this from these levels on? Why not start at the beginning and make it a full real deal and not just individual levels?
because wyster is a the-elite player, and they always play them individually. it's annoying to play systematically. it's better to do the level you feel like doing at the moment, instead of playing many boring levels just to do that level.
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Ya, I forgot to mention that missed door warp, Also, brandon and I were talking about it we think you got a slow nat (19 seconds after her last message) he says 17.x is possible. Now on an emulator there's no lag from spirte overflow so if anything you'd think it'd make this go by faster in real time and you could get a 17.x no problem. There is one counter to this however; if reduced VI/s (lag) can somehow caused nat to complete faster then your out of luck on an emulator. It is commonly believed that lag causes NPC to warp in perfect dark and thus move faster, and changing your weapon can let you warp through small gaps. I would try changing your weapon repeatidly to see if nat completes faster.
"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."
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he's not a hardcore tas'er as far as I know..
nfq
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Spider-Waffle wrote:
It is commonly believed that lag causes NPC to warp in perfect dark and thus move faster,
In Goldeneye guards can go through doors if you're not watching them.
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Pretty nice Control playthrough Henrik. Though I don't really see room for improvement outside of the things already mentioned, I still think the stage would be possible to complete in under 4 minutes. Luck manipulation would be key in this though. Like, were you able to get the fastest death animation for the last few guards in the first room, thus getting Nat to move to the console faster. And some other stuff I'm too lazy to go into greater detail at the moment. Liked all the headshots during the two minutes of guarding Nat, but I think it would have been more interesting to play around with the guards a little since you have time to waste. A lot of the limb hit animations are pretty funny and this would be a good time to show some of them off. As for my own runthrough, yes, I'm still on Facility. Sorry for lack of progress guys. A lot of work and even more piano practice is taking up much of my time. I still want to do a full runthrough of this game and hope to have more time to work on it as I can sort my shit out in life. Maybe, I could work on it with someone else, like I did for Zelda 2. I still find some time every now and then to work on it, and it's slowly getting done. Right now I'm trying to optimize the decoder door warp with a mine boost down the stairs. Some other improvements over before: -Waiting through some of the cinema, instead of in the vent for the optimal Doak placement -Making the keycard b guard throw it close as possible to the door -Exiting the console room fast as possible -Better mine boost in the 3 guard hallway -Optimal door warps all around -Better strafe lines And so on. I should get a very low 50. I already have the next two stages planned out, and they'll go much faster than this one when I get started on them. Both will be faster than the previous runthrough I'd done, naturally.
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Low 50? That's awesome. Can't wait to see it done. For Control, yeah luck manipulation has never really been my thing. I mean, you aim in a headshot which takes a while, then in order to change his death animation you gotta wait another frame with the shot and aim in another headshot. And since there's like tons of diffrent headshot death animations it could take a while before you get the fastest on all guards. Though i did make sure i didn't get the slower deaths. And limb hits would totally ruin my 100 headshot goal.
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Hi Jack! nice to see you post =) for facility, recently it seems as if we found something new: the 2nd msg of trev can come up faster, so would the following video (compared to another facility video) do us believe: http://www.fileupyours.com/files/62126/Leonardo%20Santos%20-%20Facility%20SA%200.55.wmv so I hope you can find out why it comes up faster, it would also help greatly on normal console runs, because the one who compared them says it came up 0,7 sec faster, which is a big time saver.
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Just out of curiousity, why is the AK used up every time? Does it cause significant amounts of lag (I would expect that shooting it off would also cause lag o.O) In any case, that was a nice run. =) So Goldeneye doesn't actually require much killing (thus the arm/limb shots?) Speaking of which, do arm/limb shots do anything in particular? Stun them maybe or make them drop something? Keep up the good work, otsu~
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Vidar wrote:
Just out of curiousity, why is the AK used up every time? Does it cause significant amounts of lag (I would expect that shooting it off would also cause lag o.O)
No, to get guards to hear the gunshots and open doors I believe.
What's a man like me supposed to do with all this extra savoir-faire?
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Wouter Jansen wrote:
Hi Jack! nice to see you post =) for facility, recently it seems as if we found something new: the 2nd msg of trev can come up faster, so would the following video (compared to another facility video) do us believe: http://www.fileupyours.com/files/62126/Leonardo%20Santos%20-%20Facility%20SA%200.55.wmv so I hope you can find out why it comes up faster, it would also help greatly on normal console runs, because the one who compared them says it came up 0,7 sec faster, which is a big time saver.
I said before that he ran up against him for several seconds on purpose to speed up the conversation, could be the answer.
Vidar wrote:
Just out of curiousity, why is the AK used up every time? Does it cause significant amounts of lag (I would expect that shooting it off would also cause lag o.O) In any case, that was a nice run. =) So Goldeneye doesn't actually require much killing (thus the arm/limb shots?) Speaking of which, do arm/limb shots do anything in particular? Stun them maybe or make them drop something? Keep up the good work, otsu~
The gun was just fired off to attract attention which can make guards open doors for you or get that dreaded boost The guards will flinch if you hit them anywhere, limb hits usually have the longer animation. And finally the guards don't drop anything while they are still alive in this game, cept their hats :o The freakiest thing is definitely when a guard sneezes out of nowhere.
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I do have a question; if you shoot a guard, at what point is Bond able to walk through him? during death animation, or afterwards? I see some spots in RT's earlier vids where he gets stopped slighty by a guard standing in the way.
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Death Animations only. If they're alive, then they have collision detection. Worked some more on Cavs today and i've now reached the spiral. I never went down the stairs in the obj A area so i probably gained alot of time there(1 scientist dead so far, meaning at least 1 have to escape when doing Obj C. If someone is interrested i could upload the .m64 with the progress so far. Though it's only like 20 secs long so i'm not sure if it's worth uploading yet.
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I'd be intrested, I'm really curious as to how much time you saved doing this.
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Haha, that Control 00 Agent - 4:06 had me laughing out on many moments. Great stuff Henrik. Not sure if I saw this video on ngamers server though :| I'd be interested in making a run through the game on Turbo mode, but I have no idea how to control the game with a keyboard. What do you use for the Goldeneye videos? Controller or keyboard (what settings?)