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Yep, it turns out that the intermission skip is tied very directly to framerate, so disabling the framerate cap makes the intermission skip almost always work.

Yeah, the level loop would be a strange one, not pure E2 (nor the normal order) -- after e3l1, you'd be back into E2 again.
Quote from LLCoolDave:
You aren't actually running episode 2 in an infinite loop though, due to the way secret exits are coded you'll eventually end up in e3l1 anyway. It's a bit silly to say the least.

Also impressed the e2l8 skip seems to be actually possible, I've spent quite some time on that level with no success.

Watching that 10:23 video it seems like the major breakthrough has been consistent intermission skips? Not much else seems to have changed since my AGDQ run besides the e3l1/e3l2 route change that, at least at first glance, doesn't really seem to save much time if any at all.

Also, what's up with the 3rd person view? Is there an actual advantage to it or is it just personal preference?

In any case, good job at keeping this game alive.


Yeah, personal preference, got it in one. Smiley

The intermission skips save about a minute over the course of the run. (About 2 - 2.5 seconds per level)

And also - because it hasn't been posted, I might as well, cause Cubeface is a badass and deserves the recognition. (9:29 RTA)

http://www.twitch.tv/cubeface21/c/4969447
Edit history:
pogokeen: 2016-02-04 02:43:31 pm
pogokeen: 2015-02-05 12:22:22 pm
I just finished adding dmo recording & playback support to Duke Nukem 3D: Megaton Edition -- you can grab the mod here:
pkDuke3d

pkDuke3d features:
+IL dmo playback and recording (use the /r command-line parameter [ along with /s /v /l ] to record an IL dmo)
+you can disable demo cameras with the /k command-line parameter

Simply copy pkDuke3d.exe (and whichever .bat files you may want) into your Megaton Edition "Duke Nukem 3D\bin" folder and run from the gameroot directory.

You may also want to make a backup copy of your Megaton config file -- if the config format ever changes in future Megaton versions, pkDuke3D might clash by wanting to use the 1_3_2 version.


EDIT: You'll need to make a copy of your Megaton Edition folder now specifically for pkDuke.  Simply copy the Megaton Edition folder to a new directory (you can name it something like pkDuke), then copy in the pkDuke files into the copy.  In the next release, I'll make a proper installer to do this automatically.

As soon as you record your first dmo, it'll start playing on the main menu dmo loop, as in the original Duke3D.  Note that the dmo recording follows the original Duke3D setup: .dmos are currently always recorded over demo1.dmo, so make sure you don't overwrite your good runs!  Copy them to safety!

In the future, I'd like to improve pkDuke3d with:
+multi-level dmos
+play the level music when playing a specific dmo (I don't think any Duke3D has ever had this yet)
+RTA time included with the other intermission timers
+RTA time included with the level stats hud element
+niceties like being able to specify what file to record to, or to always record to the next available demo file number instead of simply demo1.dmo (I currently use a batch file for this with DOS Duke3D)

Note that multiplayer lobbies shouldn't currently work, since Steam integration is disabled.

Let me know if you find problems with pkDuke3d!
Quote from pogokeen:
The current RTA rules disallow using the deathmatch exits as an alternative to killing the boss (the wiki currently states that killing the boss is required).  I personally prefer it that way...  if desired, we could potentially change that rule though.

Well it /is/ faster, and we entirely skip levels in any% anyways.
If it is just for personal preference, imo that really should be changed or have a more legitimate reason for having to kill the bosses.
Shoot, we could be saving 20 seconds or more if we skip E1's and E2's boss and go for DM exits. A sub 9 minute run would be more than possible.

Also 2/3 of the way done with routing 100% RTA. It would be nice to have ILs to go off of, but I can't find any Sad
E1/E2 totals about 28:17 from initial first runs.
Routing E3 today, and I may have a run to show for all 3 by tonight maybe?

EDIT: oh man. pkDuke would be awesome with an official RTA timer. Maybe show splits at the end of a run too?
So I managed to get a 100% RTA run finished, even though it's... really bad.
40:24.22 was the final time, and there were mistakes in each level. I have a lot of optimization to do too, lol.



But hey, I have a run to start with! \o/
The reason bosses are killed is because that's the only way to trigger the end of episode cinematics that send you back to the main menu. It's a much more natural end point of an episode than "beat level exl9". The goal of a RTA run is to beat the game. As the episodes are stand alone, the natural definition is to beat all 3 (or 4 for atomic edition runs) episodes of the game consecutively in any order. As the episodes have a very obvious end point (they all end on some cinematic splash screens before sending you back to the main menu), I don't see how any other definition of an RTA run would make more sense in this spot.

Much better run, 34:38.20
Made this today, it's average in quality, but it's nice to have a vaguely slowed down, explained thing around I guess.

Quote from Softman25:
Made this today, it's average in quality, but it's nice to have a vaguely slowed down, explained thing around I guess.


Great work, Softman25.  I saw your tutorial video earlier, and I feel that it's in great quality!  This video will certainly be very useful to anyone that wishes to start speedrunning the Megaton version of this game (including myself).

In regards to the train skip clip in Dark Side, I'm pretty sure that the enemies behind the door only spawn when you touch a floor trigger located near the switch that sets the train in motion.  Like the floor trigger in Lunar Reactor, you can avoid touching the floor by keeping your jetpack on.

Quote from TheBlackParrot:
So I managed to get a 100% RTA run finished, even though it's... really bad.


Congrats on being the first person to do a 100S (or 100% ?) Duke Nukem 3D RTA run.  I'll definitely have to check it out later. Smiley



Quote from Andrew_Martinez:
Quote from TheBlackParrot:
So I managed to get a 100% RTA run finished, even though it's... really bad.

Congrats on being the first person to do a 100S (or 100% ?) Duke Nukem 3D RTA run.  I'll definitely have to check it out later. Smiley

100S/100% same thing, I just see 100% all the time and am use to calling it that. Tongue
Don't watch the 40 minute one haha, watch the 34 minute one.

I don't use some of the clips I would normally use (Abyss especially) because I mean, look at the splits. I wouldn't want to throw that away. It can probably be brought down another minute, maybe 90 seconds.

Quote from Softman25:
Made this today, it's average in quality, but it's nice to have a vaguely slowed down, explained thing around I guess.

Awesome!
I'll have to watch through it sometime soon.
Edit history:
pogokeen: 2014-09-04 07:11:03 pm
Super awesome!  Thanks for making this tutorial, Softman! Smiley  I've added the tutorial video to the Any% wiki page, hope you don't mind! Smiley
Quote from Andrew_Martinez:
In regards to the train skip clip in Dark Side, I'm pretty sure that the enemies behind the door only spawn when you touch a floor trigger located near the switch that sets the train in motion.  Like the floor trigger in Lunar Reactor, you can avoid touching the floor by keeping your jetpack on.


Was not aware specifically of the trigger being there. Will have to remember that in future, neat!

Quote from pogokeen:
Super awesome!  Thanks for making this tutorial, Softman! Smiley  I've added the tutorial video to the Any% wiki page, hope you don't mind! Smiley


Of course not! To be honest, I was going to do it myself, but I got lazy last night, so thanks. Wink
Edit history:
Amart: 2014-09-06 02:03:30 pm
Amart: 2014-09-06 01:19:53 pm
Amart: 2014-09-06 12:16:11 pm
Amart: 2014-09-06 11:23:57 am
Amart: 2014-09-06 11:21:25 am
Amart: 2014-09-06 10:57:34 am
Quote from TheBlackParrot:
I don't use some of the clips I would normally use (Abyss especially) because I mean, look at the splits. I wouldn't want to throw that away. It can probably be brought down another minute, maybe 90 seconds.


Haha, I know what you mean.  Implementing the E1M5 Fall Damage push glitch would certainly save you quite a bit of time (of course, you also wouldn't need to trigger the walls to drop in the lava area), but I understand why you didn't use some of the clips.  With the safe route that you took, you can save some time by jet packing over the space ship and into the final secret area.  After you acquire the last secret, you can use the warp glitch on top of the space ship if you would like to save another 1.5  seconds (not a lot of time, but the glitch isn't hard at all to pull off).

Also, never underestimate the power of steroids.  I notice that you skipped a lot of steroids in your 100% run.  The steroids in Toxic Dump, for example, can come in handy.  I'd recommend popping them immediately after you bypass those moving gears.  Once you enter the 12th secret area via teleportation, slide down the waterfall and shoot Duke's body towards the platform that leads to the slime river.

One more note about Toxic Dump: instead of using the cranes, you can jump from one of two elevated flat surfaces (it's easier to jump from the surface containing a trapped babe) onto the large conveyor belt that leads to the red key card and two secret areas.

Another good example is the set of steroids in Hotel Hell (the set is located directly ahead of the blue key card).  Not sure if you've seen all of Fernito's videos, but the glitch he uses in Hotel Hell at 2:50 of the following video is very easy to pull off with steroids:
Alternative Paths by Fernito

In any case, 34 minutes is a good time.  Keep up the excellent work!

Quote:
It would be nice to have ILs to go off of, but I can't find any


Well, there are the 100% Xbox videos.  You won't be able to match the speed (those runs are very segmented), and some of the glitches used in those replays would be insanely hard to pull off in a RTA run, but looking at those replays can help you to formulate a very optimal route.  Fernito's 100% speedruns are also very good (although he doesn't do every level).  Good luck on your future runs!


Brought it down by 4 minutes to 30:33.81, thanks for the advice Cheesy
Edit history:
Amart: 2014-10-01 08:40:39 am
Amart: 2014-09-30 07:59:07 pm
Quote from TheBlackParrot:
Brought it down by 4 minutes to 30:33.81, thanks for the advice Cheesy


Nice job.  It's nice to see that you implemented the Abyss Fall Damage Push glitch into your 100% RTA, and I like your movement! Smiley  Are you going to do more of these 100% speedruns in the future? 

Also, there's this old clip in E4M5 (perhaps a couple of you already know about this clip) that causes an Xbox demo to go awry when executed.  Have any of you ever encountered a similar problem as shown in the following video while creating a demo?


This type of behavior reminds me of Doom demos that go out of sync
Quote from Andrew_Martinez:
Also, there's this old clip in E4M5 (perhaps a couple of you already know about this clip) that causes an Xbox demo to go awry when executed.  Have any of you ever encountered a similar problem as shown in the following video while creating a demo?

Hmm... that's interesting.  I haven't personally run into any dmo glitch sync issues similar to that.

I'm really interested to try and see if it could be reproduced in 1.5 Atomic or pkDuke...  There are enough changes in dmo recording between the various source ports & versions of Duke that it would definitely be beneficial to do some extensive testing.

I didn't know about that clip on Pigsty -- you weren't kidding when you said it was very easy to get squished there!  The geometry in that area allows for quite a few different types of clips that all lead to death Tongue  It looks like a precise angle and large-ledge push is required?

Quote from TheBlackParrot:
oh man. pkDuke would be awesome with an official RTA timer. Maybe show splits at the end of a run too?

Sweet, that would be good!  I should definitely add that Smiley  Additionally, I should provide single-segment timing...    I'll be making some time to work on some more improvements to pkDuke this month.  Should be fun Smiley

Sorry for the slow response -- I thought I had responded already, but I definitely didn't here... embarassed
https://docs.google.com/spreadsheets/d/1XmCR07qALxjYcN2NcYCjRe8DRnfU01ESoQuEo4SiahA/edit?usp=sharing

I went through the game in each engine just to give myself something to do.
DOS and EDuke are significantly different from Megaton, especially Any% now. I essentially had to run Any% Glitchless's route. Tongue

If you guys want to add anything, let me know. I'll add it to the wiki later sometime.
Awesome! Smiley  Thanks so much for this BlackParrot! Smiley

I hadn't noticed how much momentum was lost from falling in 1.5 Atomic -- I knew it slowed you down, but I didn't realize it basically fully stopped you in place until the downwards head bob animation was fully done.  I'm really glad General Arcade didn't add this fall damage/head bob functionality back in (I've seen them asked to in the past).

My only note for the spreadsheet so far is that the DOS Duke3D version should be indicated for clarity (1.3D, 1.4, or 1.5), simply due to some version differences between the 3 release versions.  Of particular significance, there are some 1.3D tricks that are not available or are different in 1.4 and 1.5 (mainly pipebomb clipping).  1.3D doesn't properly support dmo recording for single-player though, so it may not be necessary to catalogue its differences...  1.5 is really the key DOS version to note, which I'll bet is the version you're using Smiley  Very nice work, very thorough Smiley

Has anyone tried the new public beta for Megaton on Steam?  They're porting it over from SDL1 to SDL2.  It looks like it's going to be mainly usability/stability bug fixes, but they're also adding gamepad support, which is a little worrying (as it might indicate large changes to the existing input system, and we might also run into gamepad/joystick being the slightly faster input method [again]).

Worries aside, it sounds like it'll be a nice patch though -- they're supposedly going to be returning to Shadow Warrior Redux afterwards to patch it up too, which should hopefully be especially nice (particularly for the stability bugs).
I tried the beta and noticed nothing different. All routes still work in the original 3 episodes (so far).


100% is now down to 29:12.96 Cheesy
I can get sub 28 if I can keep myself from falling off that ledge in Death Row. Angry


brought 100% down again to 28:19.45


100%'s down to 27:34.22
That's a pretty significant drop, nice.
I'm a bit interested now in maybe routing Max%.
It would help a lot if there was some data anywhere on the amount of enemies I need to have killed for each level, but there's pretty much nothing anywhere lol.
That would be amazing! Smiley

Sadly, I don't know of any accurate listings of the number of enemies in all of the levels -- every listing I've come across doesn't properly count spawn triggers or discount enemies that cannot be killed.  I can go through the levels and write up the tallies for each difficulty into the IL table for you, though! Smiley  I'll probably do a first pass analysing the map files themselves, and then a second pass playthrough to ensure correctness.

Let me know if there's anything else I can help with!  I should be able to start getting some of the tallies together by Monday Smiley

I took some time to add some notes to the wiki about pipebomb mechanics.  Additionally, I'm writing down a note to myself as a reminder to ensure that I've written all the notes on timing and to make sure to add some notes on how mirror mechanics affect clipping...  Thought I'd write that here too, so that I will definitely remember to make sure all that stuff is written and published quickly! Smiley