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Game Page: http://speeddemosarchive.com/JediKnight2.html
Star Wars Jedi Knight II: Jedi Outcast (Any %) (Segmented)
Verifier Responses
Decision: Accept
Congratulations to Gustav 'recon' Jensen!
Star Wars Jedi Knight II: Jedi Outcast (Any %) (Segmented)
Verifier Responses
Quote:
Awesome run for an awesome game. Accept
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Not much to say about this run that hasn't been said in the forums when this first came around. Incredible improvement over LLCoolDave's run. It's sad to see that old run come off the site, but this type of improvement is worthy enough to do it.
Improvements:
Increased difficulty (Jedi Master vs Padawan)
Better overall strafejumping
Incorporates every known trick from the last 6 years
Adds in a ton of extra tricks, most of which are definite "WTF???" moments
To get this degree of improvement, which is estimated to be at least 15 minutes faster than the old run, the author uses an insane amount of segments. For those who might cringe at 100 segments, fear not cause the amount of precision required to get the time this low is justified.
Audio/Video is perfect, no signs of cheating detected.
Accepted this run is, yes
**Encoding note**
Since there are a lot of segments in this run, the author was nice enough to do each level as it's own. How hard would it be to combine all videos into one video for the final-final-final1 video?
Improvements:
Increased difficulty (Jedi Master vs Padawan)
Better overall strafejumping
Incorporates every known trick from the last 6 years
Adds in a ton of extra tricks, most of which are definite "WTF???" moments
To get this degree of improvement, which is estimated to be at least 15 minutes faster than the old run, the author uses an insane amount of segments. For those who might cringe at 100 segments, fear not cause the amount of precision required to get the time this low is justified.
Audio/Video is perfect, no signs of cheating detected.
Accepted this run is, yes
**Encoding note**
Since there are a lot of segments in this run, the author was nice enough to do each level as it's own. How hard would it be to combine all videos into one video for the final-final-final1 video?
Quote:
An amazing run for a game that terrorized my child hood.
The audio and video were both perfect as far as I could tell and there were no signs of cheating anywhere.
Accept
The audio and video were both perfect as far as I could tell and there were no signs of cheating anywhere.
Accept
Quote:
This is the Outcast run we've all been waiting for. Mind blowing execution and surprising tricks throughout. So much for the blue milk run...
A/V is great. I would also like to see the run fully appended if possible.
Definite accept, the force is strong with this one
A/V is great. I would also like to see the run fully appended if possible.
Definite accept, the force is strong with this one
Quote:
I originally wanted to write some indepth commentary on this run, but after rereading the supplied runner comments there really isn't much that would be of particular interest as a verification comment to the general reader that isn't already covered in them.
I'd like to quickly clarify how the trick in yavin_trials actually works, as some people have had trouble replicating it properly in the past. The little nobs on the pillar have a triggered event when they are force PUSHed to move to a predetermined spot on the map in a certain timeframe (iirc it's around 0.25 seconds, but it's been years since I checked the map files). Normally, when the pillar is fully extended and you are in the final area of the map, that spot is slightly behind where the nobs are, giving the impression of pushing them into the pillar. When you trigger that event while the pillar is still rising from the first encounter, the distance the nobs will have to cover in the same timeframe is significantly higher and thus, they appear to shoot upwards at a high speed, giving you a neat stepping stone to get onto the pillar. There, the base of the pillar and the cage on the top don't line up perfectly on the outer edge. If you stand on the edge of the pillar and get the entire system stuck by wedging yourself between the moving pillar and the ceiling, moving in certain patterns or specific angels at a high enough framerate will result in a single frame where you only stand on the pillar, lodging it into place as your body is still stuck against the ceiling, while the cage can ascend further. At that point there is enough space on the pillar below the cage for you to actually stand on properly and things continue as expected.
Beyond that, I don't think I can provide any technicalities that aren't covered by the runner comments to a satisfying degree, but I might step in and add more things to the knowledge base at some point, especially as there has been some minor interest in doing a RTA/races of this game recently, although I am still not convinced that's a good idea with the randomness involved.
A/V seems fine, although the bitrate of the Verification copies is rather low so I can't tell if there's some video issues that only become apparent at higher qualities.
High level of segmentation is very well justified in this game as tricks (and even just general movement) require very high levels of precission and enemies, especially at higher difficulties, are rather unpredictable and surprisingly accurate (especially with the E-11 Blaster Rifle, one of the worst main machine guns in FPS history and most likely the leading cause of the Empire's loss to the Rebels). There are a couple of saves that may not make up for the save penalty by themselves but lead to an overall smoother actual gameplay.
I second that a single video encode alongside the level by level format may be in the interest of the viewer as long as the segment breaks are still kept intact as on the current encode (I strongly dislike "cheating" the viewer's preception of segmentation with well timed segment cuts like some runs in the past have done). This should be possible from just splicing the current encodes into a single file without a full reencode.
Very strong accept, one of the outstanding runs of the past year.
I'd like to quickly clarify how the trick in yavin_trials actually works, as some people have had trouble replicating it properly in the past. The little nobs on the pillar have a triggered event when they are force PUSHed to move to a predetermined spot on the map in a certain timeframe (iirc it's around 0.25 seconds, but it's been years since I checked the map files). Normally, when the pillar is fully extended and you are in the final area of the map, that spot is slightly behind where the nobs are, giving the impression of pushing them into the pillar. When you trigger that event while the pillar is still rising from the first encounter, the distance the nobs will have to cover in the same timeframe is significantly higher and thus, they appear to shoot upwards at a high speed, giving you a neat stepping stone to get onto the pillar. There, the base of the pillar and the cage on the top don't line up perfectly on the outer edge. If you stand on the edge of the pillar and get the entire system stuck by wedging yourself between the moving pillar and the ceiling, moving in certain patterns or specific angels at a high enough framerate will result in a single frame where you only stand on the pillar, lodging it into place as your body is still stuck against the ceiling, while the cage can ascend further. At that point there is enough space on the pillar below the cage for you to actually stand on properly and things continue as expected.
Beyond that, I don't think I can provide any technicalities that aren't covered by the runner comments to a satisfying degree, but I might step in and add more things to the knowledge base at some point, especially as there has been some minor interest in doing a RTA/races of this game recently, although I am still not convinced that's a good idea with the randomness involved.
A/V seems fine, although the bitrate of the Verification copies is rather low so I can't tell if there's some video issues that only become apparent at higher qualities.
High level of segmentation is very well justified in this game as tricks (and even just general movement) require very high levels of precission and enemies, especially at higher difficulties, are rather unpredictable and surprisingly accurate (especially with the E-11 Blaster Rifle, one of the worst main machine guns in FPS history and most likely the leading cause of the Empire's loss to the Rebels). There are a couple of saves that may not make up for the save penalty by themselves but lead to an overall smoother actual gameplay.
I second that a single video encode alongside the level by level format may be in the interest of the viewer as long as the segment breaks are still kept intact as on the current encode (I strongly dislike "cheating" the viewer's preception of segmentation with well timed segment cuts like some runs in the past have done). This should be possible from just splicing the current encodes into a single file without a full reencode.
Very strong accept, one of the outstanding runs of the past year.
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Having watched his original test run, I'm surprised at how much time he managed to shave off of that, so comparing it to the SDA run is just plain unfair. He hits a lot of tricks that I would have found completely inconceivable to pull off in a run. (the first level of nar shaddaa comes to mind). I'm also super impressed by how well he handles strafejumping up stairs. Having played FPS games for years I can tell you that is not an easy thing to pull off. The dark jedi fights are also really good.
Overall the level of optimisation is incredibly high, so a definite accept from me.
A/V quality is fine, I saw no disrepancies or signs of cheating in the run. I agree with [above verifier] that including segment breaks is a good thing for this run.
Overall the level of optimisation is incredibly high, so a definite accept from me.
A/V quality is fine, I saw no disrepancies or signs of cheating in the run. I agree with [above verifier] that including segment breaks is a good thing for this run.
Decision: Accept
Congratulations to Gustav 'recon' Jensen!
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