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Edit history:
Laink: 2014-04-24 04:42:56 am
Laink: 2014-04-24 04:42:00 am
Laink: 2014-04-24 04:41:24 am
Laink: 2014-04-23 04:00:51 pm
A week ago, StriKe62700 got a really nice 15:54 run: http://www.twitch.tv/strike62700/c/4079881
He got that time by clicking on the computer at the end before the end of the dialogue. He did it again and got 15:41: http://www.twitch.tv/strike62700/c/4119931

After a lot of failures, I tried doing it at the end of a quite imperfect run today and got a 15:32:



I lose twenty seconds on the diamond + the box clip.

We can easily go below 15:15 and even sub 15, but this is getting really good, I'll just wait for another WR from StriKe Smiley


Hard, but really cool. Skip all the messhall.
Shout out to StriKe62700 for finding the clip. I'm currently trying to find a setup, this is the best I have found so far.
http://www.twitch.tv/lainkompris/c/4207491
new PB 15:28

Strike's WR is 15:23 : http://www.twitch.tv/strike62700/c/4171671
Edit history:
Laink: 2014-05-13 07:06:24 pm
Laink: 2014-05-13 07:04:58 pm
Laink: 2014-05-13 07:04:33 pm
Laink: 2014-05-13 06:59:30 pm
Laink: 2014-05-13 06:59:11 pm
Laink: 2014-05-13 06:24:55 pm
Laink: 2014-05-13 06:17:13 pm
Laink: 2014-05-13 05:41:42 pm
Laink: 2014-05-13 05:39:39 pm
Laink: 2014-05-13 05:35:16 pm
Laink: 2014-05-13 05:30:41 pm
Laink: 2014-05-13 05:30:27 pm
Laink: 2014-05-13 05:12:57 pm
Laink: 2014-05-13 05:10:30 pm
Laink: 2014-05-13 05:09:41 pm
Laink: 2014-05-13 05:07:39 pm
Laink: 2014-05-13 05:07:15 pm
Laink: 2014-05-13 05:07:06 pm
Major breakthrough. We can now consistently click on the computer at the end of the game, without breaking the door. It is not random.

I spent many hours testing this and I didn't find anything. We knew that the door could be clicked sometimes, but couldn't some other times. We concluded by saying that it was random. But it just seemed strange to me for some reason, I knew it couldn't be random and it could be explained. This mystery also fucked a 14:56 single segment run of mine, and I just couldn't play that game anymore until I could fix that door.

This afternoon, I decided to look for informations in the script file of the last map of the game (level22_ending.hps). Here is what I found :

THE DOOR
The door is infirmarydoor02. Here is what normally happens with that door, in a casual playthrough :
- Map is loaded, infirmarydoor02 is closed by default.
- 3 dialogues/cutscenes then infirmarydoor02 is opened.
- When Player passes through infirmarydoor02 to go in last room, it closes by itself behind player.
- When Player passes through infirmarydoor02, he enters a trigger zone called 'ending' which executes a function, 'startEnding'. That function executes another function, 'SetGameEntityMaxInteractDist', with two parameters, 'infirmarydoor02' and '0'. It means that player can interact with this door in a zero meter parameter (so he can't interact with it, door is disabled).

THE COMPUTER
- When player clicks on the computer, it executes the function 'InteractComputer'. This function enables notes/calendar/metal door by using the function SetGameEntityActive with a 'true' parameter for each one of them (they are not triggered with SetGameEntityMaxInteractDist because they are not the same kind of models as infirmarydoor02, they can't be moved, dragged... that's why those objects never broke). In a second time, the function 'InteractComputer' executes the function we saw earlier, 'SetGameEntityMaxInteractDist' with the parameters 'infirmarydoor02' and '2' (you can interact with it inside a two meters perimeter, it's enabled).

-> At that point everything is fine. All objects are enabled. But the speedrun route breaks this at some point.

THE PROBLEM
First, you need to know how the trigger zone behaves :
- it executes the function 'startEnding'
- its first role is to disable the door
- its second role is to kill itself and disappear after that
Here is a visualization of the trigger zone :



When speedrunner clips through the wall with the shelf, most of the time he lands on the computer desk of the final room. As a result, he doesn't go inside the trigger zone and the function 'startEnding' isn't executed. That's a problem. Because if the 'startEnding' function doesn't kill the trigger zone, the player will first enable the door with the computer, and then disable it by walking toward it, because he won't have any choice but to pass through the trigger zone. (Theoretically, if the door was clickable inside a 10 meters perimeter, we could afford not to kill the trigger zone and still be able to click the door.)

-> To sum up the issue, when we don't go through the trigger zone, we : Enable the door / Disable the door / Kill the trigger zone.
We want the opposite. Disable the door / Kill the trigger zone / Enable the door.

THE SOLUTION
- Before anything else, when we enter the final room after the clip, we must go inside the trigger zone to execute the 'startEnding' function, and then only click on the computer to enable the door. It will kill the trigger zone and you'll be able to walk to the door without breaking it. It will always be clickable. Tip/visual cue : when you successfully enter the trigger zone, the light turns on.
Here is what you have to do :


DUMB THINGS
- We thought that waiting for the end of the dialog allowed us to never break the door. We were wrong. If you wait for the end of the dialogue without going inside the trigger zone, the door will be disabled. It's just that we always waited inside the trigger zone because we felt that we had time to take that position.
- We never noticed that the light turned on when we entered a the right part of the room. It is incredibly obvious, though.

I'm happy.
Edit history:
Laink: 2014-05-15 03:50:41 pm
15m16s : http://www.twitch.tv/lainkompris/c/4261389

three new strats :
- 04:25 clip
- 05:48 clip
- 10:01 clip

sub 15 soon, got 2-segments 14:43 and 14:47 runs offline the last few days.
Got WR back (WR was 14m52s by StriKe62700, 06/06/2014).

14m50s : http://www.twitch.tv/lainkompris/c/4428013
14m43s : http://www.twitch.tv/lainkompris/c/4428056

There was 20 people on skype, sorry about those french laughing guys.

Anyway, finally got that sub 15, I'm happy.
Sub 14:30 single-segment is definitely possible, I made a few mistakes in my run.
Hello all.

First of all, I'd like to thank TheKotti for his great tutorial video. It not only got me into speedrunning Black Plague, but speedrunning in general, and after quite a bit of practising, my current personal best is around two minutes above Laink's current world record.

So, earlier I was just taking a break from practising and started messing around in the game, clipping through other walls etc. when I accidentally found this:


Not sure how practical this is for a single segment run. It took me quite a lot of tries to do it a second time, so I started thinking that it might be easier if I could actually see where I was going during the first clip. Unfortunately, unlike Overture, Black Plague hasn't been open-sourced (yet). So, since modifying the engine to render the whole map at all times isn't possible I figured the next best thing is to modify the actual map itself. To merge all sectors into one and remove all portals.

Here's the modified level19_chemical_laboratory.dae:
http://www.filedropper.com/chemlabsinglesector

You can see the result in my video above.

Clearly this will significantly decrease performance, but I hardly notice it at all on my PC, and it's only for practising anyway.

Note that when loading a save-game for a different version of the map, the game will crash.
Happy to hear the tutorial was helpful Smiley .

Iirc I used a similar clip in the old segmented run, only it didn't go through the glass. I remember it being pretty difficult to even get into the room and not once did I go all the way through the glass which makes me think that it's probably not possible for single segment. Nice for segmented though.

As for the modded map, really cool stuff. I tried to have a look at the map files in the past but lack the knowledge and that's even better than what I had in mind. Any chance you could modify some other maps like that? I think at least Infected Corridors has potential, or Ventilation Shafts.

Not gonna look much into this game myself anytime soon, but I plan on improving my PB in the coming months. Gotta at least get a sub-16.
Modified Ventilation Shafts, Mess Hall, Infected Corridors and the same Chemical Laboratory as above:
http://www.filedropper.com/modifiedmaps

I also commented out some graphical sector-related stuff in the scripts. Ventilation Shafts gets extremely dark without this, and you might see glitches on other maps as well.
Great, thanks! Those should come in handly later.


I think this might be doable during a single-segment run.
Edit history:
Laink: 2015-04-01 12:30:05 pm
Laink: 2015-04-01 12:29:56 pm
Laink: 2015-04-01 12:29:43 pm
Laink: 2015-04-01 12:07:50 pm
Laink: 2015-04-01 12:07:38 pm
Great stuff PsychoManiac, I wish I would have seen that new armory clip before.

Yesterday I got a 14:06 single-segment. Blew up my sum of best, it was an unexpected run.



It will be really hard to beat with the strats I used, but as PsychoManiac just showed us, this game still has potential Smiley

Also, we now have a nice leaderboard : http://www.speedrun.com/pbp