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so basicly nothing to attempt in a single segment adn no saving and loading means i need to get the chem pot.... havent failed the OOb area in the sewers yet might just been lucky though only tried it twice.
Otherwise you seem to be doing awesome at the moment will be interesting to see how you get on with this
Edit history:
Apjjm: 2011-03-15 08:53:22 pm
What?
There are some tricks coming up (namely the prison levels, the cistern levels, the choir and the cell escape) which will have some tricks in that can be done in a SS [Though the cell escape trick is stupidly hard]. Skipping the chem-pot would theoretically still be possible IF you can OOB using the rocks using the running glitch: basically, sprint into a tight corner, and keep adjusting the angle, you will find a certain angle that makes the character "jiggle around", in some places this "jiggle" is enough to boost you through walls. This usually works in tight corners, or if there is a heavy object near a wall (this trick, incidentally, is how the death in the nave is avoided). There are probably some OOB (or at least interesting) routes for the maps you would have to do for the chem pot stuff though anyway.


Just to note though, is that is is possible to OOB without a save-glitch using a barrel. Just stand on it normally, and walk towards the sloped edge slowly you should find a spot that boosts you forward. Remember that spot, and experiment with spamming jump repeatedly into the barrel so that it "spins" towards you, you can then get a massive enough boost to slam you through most obstacles (and in-fact enough of a boost to knock a door off its hinges by several metres, which is rather funny to see). I only discovered this when attempting that barrel boost on the water level - so if it works out of water is going to require some experimentation (and in any case, would only have an application in an SS run, as getting the barrel spinning is always going to be slower than the save tricks).
Edit history:
Apjjm: 2011-03-20 04:11:43 pm
What?
Update time.
Just got a batch of storage segments recorded, but then realised a massively more efficient way to do the whole ordeal, cutting out two real nasty tricks, as well as saving some serious backtracking time.

Old Plan:
Segment 1: Collect the drill handle parts in the area with the large barrels. Backtrack up the stairs and grab the drill-bit. Trigger the monster, run to the "I want to go home" flashback, and save-glitch through the wall.

Segment 2: Navigate OOB past the rock pile & flashback,  use a wall and some running to get back in bounds. Grab and place a barrel at the left hand wall just through the door of starting point of the final flashback. Fetch the rods, avoid the grunt and use the placed barrel to save-glitch through the wall.

Segment 3: Jump across to the thin ledge in the OOB area. Perform lots of boosts, all of increasing difficulty. Try not to throw keyboard out of window in frustration when the last boost (which is the hardest one) lands perfectly without giving damage, but you then get flung off the roof because you touched the beam mesh poking through. This segment giving me difficulty is the reason I thought I would explore some more jumps and ideas for alternate routes.

New Plan:
Segment 1: Collect the drill-bit to trigger the monster, trigger the flashback and save-glitch through the wall.

Segment 2: Navigate OOB to the rods same as before (Ignoring the barrel, however). Use the box in the rod room to boost through the back wall with the cog on it after collecting rods.

Segment 3: Perform a running jump boost to clear the OOB gap (Hardest trick of this segment - which is in the first 3 seconds), then jump across to the drill-parts area (landing on an invisible roof which doesn't give fall damage). Use the running glitch on a specific wall to land back inside the map next to the remaining drill parts. Collect. Exit.

So all in all - progress made. But not in the form of videos to be posted.
started training abit on the sewer glitch and i must have been really lucky last time i tried it its giving me rough time now, might just end up doing the sewer the normal way.... i also tried the barrel thing without any real success..  and didn't succeed with the oob on the rocks to get the rods either.. so basicly its gonna be alittle while before the single segment is finished
started training abit on the sewer glitch and i must have been really lucky last time i tried it its giving me rough time now, might just end up doing the sewer the normal way.... i also tried the barrel thing without any real success..  and didn't succeed with the oob on the rocks to get the rods either.. so basicly its gonna be alittle while before the single segment is finished
Edit history:
Apjjm: 2011-03-22 05:32:41 pm
Apjjm: 2011-03-22 04:57:27 pm
What?
Just found a pretty fast, single segment friendly way to do the storage without saving and without the chemistry pot.


Also, might have an idea as to how to do the nave without activating the machine or saving using a similar glitch.
you really want to see this single segment run dont you? Anyway thanks for finding all these tricks i was having a hard time trying to get through the rocks with other means so your making my life alot easier... did some more running today again with the sewers and it seems as if im gonna attempt it without the glitch to begin with atleast
What?
Just want to help as much as I can Wink . If you are finding the sewer route difficult, the old route using the boost (http://www.youtube.com/watch?v=HoxyvOwoS-g) is a LOT more reliable with a little practice (I could do that way with a near 100% success rate after a few dry runs). Also, I recently found that you can, by spamming jump + action repeatedly, rapidly climb a ladder. This is particularly useful if you bind both jump & climb to, say,  mouse-wheel-down in the options. Additionally you can skip getting the glass jar in the prison, as there is a sneaky little jump in the cistern entrance you can perform, which I can upload a video of if you wish.

Sadly, though, the nave route didn't pan out as expected, as the spade's position doesn't get saved when you re-enter the map.

Back on the segmented run front, though: I have found an even faster route for the storage, which should save about 5 seconds over the course of the 3 segments -  Meaning I will have to do that whole area again! However, I will hold of serious recordings until I get my new hard-drive (Monday) as I have a sneaking suspicion that this one is on it's last legs - so it's back to experimenting until then. If this new hard-drive also fixes the lag in other areas, I will consider re-doing segments that have lag-spikes in.
That works alot simpler might be abit slower but theres only one bastardised jump instead of like 20 ;), if you could upload those that would be great! And i hope the new route works out for you even if theres abit of revisiting to be done
What?
Will upload the cistern trick in the next few days, but in the mean-time, here is part 2. I upped the brightness a tiny bit so you can see what is happening in the storage, though it has made the "flash" on the flashbacks blind a little longer.



Happy with all the segments there apart from the machine room.
Edit history:
Apjjm: 2011-04-04 06:21:33 pm
Apjjm: 2011-04-04 05:51:24 pm
Apjjm: 2011-04-04 05:50:53 pm
Apjjm: 2011-04-04 04:45:43 pm
What?
The newest update has fixed one corner-running glitch via the use of some collision entities, this being is a useless and incredibly obvious spot in the cellar archives. All the glitches performed, and those that I intend to perform still work, so I intend to continue running on the patched version, as there are no differences that affect this speed run.

Edit:
Scrap the plan that was here previously! Don't need the health to perform the boost any longer, as i just found a way to SKIP THE CISTERN! But damn, this is by far and away the most difficult trick in the game. There is one INSANE boost followed by and incredibly difficult out of bounds trick. I'm going to record the "old" method (the method I had originally planned) so that you can see it for your single segment route. I will also be recording the "new" method, so you can see just how difficult but awesome this is.

Edit 2: Here it is

Edit history:
Apjjm: 2011-04-06 03:27:24 pm
What?

Found a way to skip the puzzle in the inner sanctum. Should save a few seconds, though if anyone wants to help out and see if clipping through the wall in the other branch is possible with a similar method (I spent some time trying and got close, so it may be possible but just very hard) this skip would be much more viable.
As it stands I think with the extra segmentation required + save penalties (those jumps require unbelievable precision), this method may not make it into the speed run. If the floor on the way to the exit was extended on the side I clip through, then this would certainly be used. If the clip works in the other side of the map, though, then this trick will actually save some 40+ seconds of time. 
Edit history:
Apjjm: 2011-05-13 01:00:20 pm
Apjjm: 2011-05-13 12:52:09 pm
Apjjm: 2011-05-13 12:50:37 pm
Apjjm: 2011-05-13 12:50:28 pm
What?
So loads of news. Mainly i have done a run of the DLC netting a time of 4 minutes 26 seconds (timing from last fade in to credit fade out).

This is certainly my time to beat, I would consider submitting a time around 4:15 as this run still has a few mistakes on the third and last level.

In other news, a bundle of new glitches I have found should let me hit a time in the 25 minutes region (If you are interested, these can be found in a playlist on my you-tube channel). I am currently up to the sewers in the run, and intend to release part 3 when I have completed the sewers.

But yeah, when finished that should be the game and it's DLC done in 30 minutes.
Edit history:
Apjjm: 2011-05-24 05:31:51 pm
Apjjm: 2011-05-24 05:30:56 pm
What?
I can't be the only person here who is still interested in this game? I hope not, i would like my submission to get verifiers when the time comes to submit Wink - any help with this is much appreciated, even if it is a small improvement on any of the stuff I've posted. Anywho, the next few parts of the speedrun are up (up to the nave now) - see youtube for the comments on each section.
Main Work!!!
Don't be scared. I'm still very interested in this and if weawer take the decision of stoping his attempt of SS, I'll do it. Because I was practicing this and when i saw him, i was like NNNNNNNOOOOOOOOOOOOO!!!! Tongue
But seriously you impress me very much, don't stop this and I assure you that I'll be the first verifier on your list Tongue
Very Good job so far!!!
procrastenating
Looking forward to it! Keep it up! :-)
Exoray
This run won't have any trouble finding verifiers. Plenty of people from around here who played the game
Edit history:
André: 2011-06-03 01:50:42 pm
Main Work!!!
I'm starting a practice of the run part by part then afterward i'll practice a one shot run through. Till now i just made a practice run that i do 8min03 from the loading screen up to the storage(the first place i go after the archive tunnel). But the main difference is that this game on mac is a little bit different(negligible details) like when i do the refineries, right after i pass the monster in the next room on pc there is no box in front of the small hole so you run in it and on mac there is, so depending on which angle i enter the room if when i grab the first box the monster is outside the room i throw the box at the door, so the monster need to break it before to get through and if he's already in the room i throw it at his face, then for the second box i climb on it, crouch and take it(because when you take an object you get through them for obscures reasons (ahem..bad physics..ahem(still this game is very good))) and enter the hole then continue the speed run normally. Also can someone explain to me the glitch Apjjm do on every rock slide i'm not able to do it and it could save me very much time. 
Edit history:
Apjjm: 2011-06-02 09:12:08 am
Apjjm: 2011-06-02 09:09:06 am
What?
Happy to see people interested in this :). The refinery boxes are weird, sometimes they are already knocked down like in the first speedrun part, and other times they are stacked in-front of the hole. I think there is a trigger somewhere that causes the change (the same one that plays the guardian's howl is my guess) I really am not 100% of the cause for this though - i should really check this out in the level editor and scripting sometime.
The rock stuff is basically the un-crouch glitch (e.g: as done with the chair and the window in the entrance hall - the old no-save-glitch way to skip the web). Each rock pile is different, as the roofs are at different relative placements. It varies in difficulty in places, for example, the ones in the study and prison aren't massively difficult (Though certainly more difficult when you have 1 attempt to get through cleanly). The one I am currently doing in the nave is nearly impossible to do even in multiple tries (There is one in the cells that is even harder than this though, which the save-glitch thankfully saves me from needing).

There are a few other tricks which i don't know if I have explained but may help you:
1) If you run into certain wall / object placements (E.g sewer rocks, the bookshelf in the guest room (requires a jump too) ) you can be forced through the wall. This occurs because when you force yourself into an area you don't fit the game will try and push you out via the shortest distance. As the wall is very thin, it is possible this shortest distance over-looks the fact there is a wall (or other thin object) in the way. The save glitch works the same way, except you use the save and another object to create the push, as opposed to a prop or welder that is already there.

2) If you orient a chair so that the legs are sticking up, jump in-between the legs and run, the chair will tip and push you forward. This can send you through walls, but is VERY hard to do - not sure if it works on all chairs - and the save glitch is faster & easier in a segmented run.

3) "Digging". Position the spade parallel to the wall, jump on the head and run to get the spade to jitter about and push you through a wall. The same effect can be acheived by standing on the very edge of a barrel and walking very slowly forward. To get enough of a boost to get through walls though the barrel needs to already be spinning, which so far I have only gotten to work by accident in the water.

4) Fast climbing of ladders etc is just spamming jump and action (you can bind these to the same key or mouse button/wheel).

5) The various super-jump looking stuff is done by spamming jump as you go up a ledge, so you jump on the floor then as you touch the side of the ledge. This takes a little practice but is very possible to do quickly in the cistern entrance to skip getting the glass jar (using the rocks) and lowering the ladder.

There is also a spot in the chancel where (1) works instead of using the rock to save-push through the wall - this is in the same spot but on the other side to where the rock is used to save-push through the wall in phantagaming's run.
Edit history:
André: 2011-06-02 07:20:28 pm
Main Work!!!
thanks a lot for the info but i got two last glitch i'd like a detail explanation please:
1-how do you jump on the wall in the entrance of the cistern then get through the wall
2-in the guess room what do you do exactly (i see you in the guess room(white flash)OOB(WT*))(cause i have tried what you said and i'm not able)
I like you to explain me these glitch if you don't mind
Thank you very much again.
What?
In the cistern i wouldn't advise taking the route i took in my speedrun in a single-segment - it is done by doing 4 consecutive jumps (one on the floor, then one on the little ledge just above the floor, and two on the pipe's connection to the wall) to get enough height to get up and over - I found this difficult enough to get to warrant it's own segment when combined with trick to get me through the wall (done by running at the right angle with the wall and door frame, you have to be perfect at this angle, and getting through isn't the end of the story - you still have to change direction fast enough whilst dropping to not fall out of the map).

I suggest still doing the valves in the cistern, they cost about 2 minutes which is easily what you could end up spending on attempts for the first boost alone (Not saying you shouldn't do the rapid jump tricks here, just saying that the cistern one is perhaps the second hardest one in the run next to the ones I did in the storage for the machine rod).  You can do some rapid jumping stuff to get up to the cistern and the morgue without lowering the ladder though, and they can be done in one or two tries reliably. I will get a video up without the flashback of the guest-room trick tonight - but try doing a running jump into the gap with the book-shelf and the wall in the room with the bed in the meantime.
Edit history:
André: 2011-06-12 08:37:27 pm
André: 2011-06-03 06:19:50 pm
André: 2011-06-03 06:16:41 pm
Main Work!!!
So this is the route i'll take from the beginning up to the Storage(this is just to show you the way, in the speed run this will be about 1min faster: because the chair glitch is really slow compare to usual thing, the water part was a complete disaster and in the refineries, i don't overrun the monster only to be safe(because of the box part, for me, the two boxes are always there)so if i overrun the monster there a chance on 2 that he kill me, so i'll have to find an alternate way or the day i'll do the speed run reset till i succeed.



BTW Thanks Apjjm, I managed to do the glitch in the guest room i just didn't have the right angle.

I'll practice this speed run in four part:
1-up to storage
2-up to Entrance of the cistern
3-up to the monster ambush
4-up to the end
after having practice all this i'll practice them all together

Edit: I'll probably start with the guest room since i found a trick that i repeatedly jump to jump the stair ramp the floor ramp the pillar and then the upstair ramps to arrive face to the guess room and it save about 5 seconds overall.

Edit history:
Apjjm: 2011-06-03 07:25:30 pm
Apjjm: 2011-06-03 07:21:41 pm
Apjjm: 2011-06-03 07:21:25 pm
What?
Looking good so far, spotted a few pointers which will help you improve your time. The first is to trigger the whirlwind in the old archives (just walk into the door a little like I do in my speedrun) - this will reset your running multiplier (from around 0.8 to 1), and you should notice you are faster after doing this - this also makes the subsequent jump much easier. Furthermore, test out taking the right hand path at the end of the water chase sequence, as this is a little shorter IIRC. Finally, moving forwards is always faster than strafing and walking backwards, which is just something to keep in mind really for the storage and other tight areas (better to turn around mid-way and run out a room than to run backwards the whole way).
You have a good strategy for the refinery - that looks nearly as fast as just legging it past the monster but much more single segment friendly (After all, you have plenty of difficult tricks coming up, adding something with a fairly low success rate for 3 seconds isn't worth it considering you can loose that on one spade-glitch alone on a map like the storage). If it helps, I tended to get the boxes to disappear after running closer to the barrel on the far side of the room (the one immediately left of the door) - not sure if loading a save also has an influence or not.
Main Work!!!
I'll try what you said and give news on this.
So this is what I was talking about(back hall to storage)



I don't know if it's faster, but it seem faster to me.
Edit history:
Apjjm: 2011-06-03 08:16:23 pm
Apjjm: 2011-06-03 08:16:14 pm
Apjjm: 2011-06-03 08:15:49 pm
Apjjm: 2011-06-03 08:14:57 pm
What?
That's a neat find.

It could be faster but you still need to visit the storage and visit both the study and the guest room - meaning there is still the round trip to take (As I am assuming the route would be study -> guest room -> storage). This new route does look to be a little shorter even considering this. The only concern I have is the flashbacks, currently the flashback about the parasol is positioned over a loading screen so that most of the flashback occurs on the transition (so less time spent moving at low speed) and also it lets the guest-room be done quicker (by delaying the first flashback long enough to get past the cabinet). It is hard to determine if this counterbalances the improvement in distanced covered, and am going to have to test this when i next play, and perhaps mark some segments for improvements if this is the case Wink