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Active player (470)
Joined: 3/30/2012
Posts: 405
Well, a lot has changed since the last post here was made. First, a couple of new people have picked up the game and really gone to town on its individual levels. Some people have even implemented strafe jumping into their runs, which is harder than it sounds, because you have to tap the jump button on the same frame you hit the ground, or else you'll lose speed. You can't buffer your jumps in this game like you can in Quake. Strafe jumping is also generally harder to do with a controller, so that makes it even more impressive to me. As far as TASing goes, I've always put off this game because I want to optimize the movement, and that's just not feasible with the tools Dolphin currently has. Dolphin 5.0 LUA is alright, but it means you're forced to use a really old version of Dolphin. Plus, I was never able to get its version of TAStudio to work properly. I've always done TASes with just the TAS input, frame advance, and savestates, but this game's movement is complex enough that I couldn't do it justice with just those tools. Thankfully, there is a development version of BizHawk that adds support for Dolphin, so you can TAS GameCube and Wii games with all of BizHawk's features. That means I can take my Dolphin 5.0 LUA scripts, rewrite them to support BizHawk, and I even get to use TAStudio. Today, I finished a TAS of the Bad Diplomacy mission. It's the shortest on-foot level in the game, and it's the one speedrunners have optimized the most. Despite that, this TAS crushes the world record by 6 seconds. That's a lot for a level this short. With that, I'm also happy to say that I am going to be starting a full-game Agent Under Fire TAS in the very near future. https://youtu.be/l1SUB--80bQ?si=pumzo94cqDVhk9XU
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/JQ7v0dtHqGE?si=ycQfAvhfNUBxvv5k And so, it begins! I've started a new full-game TAS for this game, and I've already saved 19 seconds over the previous TAS thanks to a better understanding of the game's movement mechanics. I won't go into too much detail here, but essentially, most of the tricks you can think of from Quake 3: Arena also work here. Things like Bunny hopping, air strafing, grenade jumping, etc.
Active player (470)
Joined: 3/30/2012
Posts: 405
Here's the next level! This is Precious Cargo, an autoscroller level. I expected this one to be pretty boring, but I was surprised to find out how many ways there are to save time in this level. The most important one is the manipulation of traffic RNG. Generally speaking, Zoe (the driver) will avoid traffic when possible. She'll even drive in the oncoming lane or weave through traffic if necessary. That means I can pop the civilian cars' tires to position them just right and get Zoe to take the best possible lines throughout the level. I can also manipulate where the cars spawn by shooting, turning the camera in different ways, aiming, switching weapons, anything that's going to affect RNG, really. Overall, I'm quite happy with how this level turned out, and I don't think anybody's gonna beat this one any time soon. Link to video
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