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Edit history:
65: 2006-12-19 04:11:39 pm
Like I said...

Quote:
- if you want to show them on youtube or something, that's when you have to bother with the encoding.


...plus this decreases the file size dramatically (you still keep the .vob as it was unless you delete it yourself). I still say that you should leave that stuff to nate. The KB is still very good if you want to learn, though.

E: .vobs are very large, especially at XP quality (1h/DVD).
Quote:
(any interest?)


probably  Wink

I diagree for a youtube upload. I hope you'll burn it on dvd succesfully.
Quote:
probably  Wink

I diagree for a youtube upload. I hope you'll burn it on dvd succesfully.


I'm a bit uncertain about that, too. I think I'll just do it on dvd.

But who is nate? What does he do? I'm sorry for making the whole game look bad by asking this
Wink but I don't know the people here.

I was thinking that when the whole thing is done I should probably send the dvd's somewhere and contact someone - well with that I don't think there will be a problem - but what about editing? I have a lot of bloopers, and some of the actual success-es are right after a blooper.
Do the people I'm going to send this to edit the video, or do they send it back to me and I edit it then, or what? Smiley
Edit history:
65: 2006-12-19 05:08:06 pm
Quote:

I'm a bit uncertain about that, too. I think I'll just do it on dvd.

But who is nate? What does he do? I'm sorry for making the whole game look bad by asking this
Wink but I don't know the people here.

I was thinking that when the whole thing is done I should probably send the dvd's somewhere and contact someone - well with that I don't think there will be a problem - but what about editing? I have a lot of bloopers, and some of the actual success-es are right after a blooper.
Do the people I'm going to send this to edit the video, or do they send it back to me and I edit it then, or what? Smiley


*sigh* nate's the guy who will encode your run after you send it to SDA. He's one of the key persons here. He also edits it if necessary, I guess. Not too sure though, so maybe you'd better ask before submitting.  You can use mail or transfer the .vobs via the Internet.

I only said YouTube as an example where you can show off your work before it gets posted. I didn't really recommend you to do that, you have to waste a day or two to get the hang of things with encoding, and even then you won't know much else than how to get your runs on a smaller format.

Read the FAQ, submission rules etc., most of the important stuff are already there.
Quote:
I didn't really recommend you to do that, you have to waste a day or two to get the hang of things with encoding.


Certainly right. Would really be wrong to waste time on it, better contunue with the main-project, dvds and stuff.
Thanks again! I had read the things earlier, but I wasn't sure who nate was, so I asked.

I was fooling around in the first submarine level, and accidentally found a few more bugs that help me get the level (and total) time down by 56 seconds. The whole level took me a minute and four seconds when I tried it with my stopwatch.
I'll record it when we've recorded the levels before it. I'll have to continue from the last save to keep continuity.

Good thing you convinced me to keep working on the levels! Thanks!  Smiley
Fine Spectum, and good luck at finding more bugs  Smiley
I love YaBB 1G - SP1!
I'm looking forward to this run.
Edit history:
sp3ctum: 2006-12-20 12:17:16 pm
My brother recorded two levels: the Sanctuary Hall (1:58 ) and the Sanctuary Crypt (2:18 ). We also crossed the magical 1h30min boundary, sadly. Sad
Woah sp3ctum, that's wonderful. Marry me plz  Kiss
Quote:
My brother recorded two levels: the Sanctuary Hall (1:58 ) and the Sanctuary Crypt (2:18 ). We also crossed the magical 1h30min boundary, sadly. Sad


Don't worry. Keep going. You have to decide if you will release it soon or rethink parts. But don't get under pressure, redo some levels, do it better, than being constricted and bring a 'bad' run  Wink

You will make it dude. Take some time
Edit history:
sp3ctum: 2007-02-04 05:31:10 pm
Below is the rough version of the "route" that me and Muona (my brother) use. It shows the main things we know, but very little about the actual execution. That would take a lot longer to write.  Smiley
Please comment on it, though! And be constructive whether you like something or don't like somehting. Smiley
Oh, and sorry for the messy apostrophes (?). I'll fix them later. Now me and Muona are off to buy some Christmas presents!  Smiley

[u]Route:[/u]

General Skills and or bugs:
XIII isn't exactly the most buggy game out there. We think that it was finished very well. Maybe too well. It's far apart from just running and shooting Doom style, though.
We were able to find some things that speed up our gameplay. They are about one third of all the gameplay you'll see on the final video. The other two being the route and general execution - including shooting strategies and item management.
If you see something we've missed, please tell us! We're happy to re-run the whole game. Especially if you find a way to bunny hop. Wink
Okay, here we go:

-      Headshots. The fastest way to kill people in nearly all shooting games. Most of the time the object dies immediately, or after a couple of shots. Especially effective at bosses.
-      Single-use weapons. The fun feature of XIII allows the player to pick up an object such as a chair or an ashtray and use it as a weapon. These are handy, since they take out the enemy with one hit.
-      Stealth KOs. In the beginning XIII remembers that he can render any enemy unconscious with a blow of the hand. To do one, you have to sneak up behind the enemy until a picture of a hand shows up. Very handy, silent and quick. Sometimes done straight after a guard exposes his/her back when he/she starts running for the alarm button.
-      Delaying alarms. When an alarm is sounded, it usually takes some time for the mission to be over. If you manage to accomplish the final objective within this time, you don't have to worry about the alarm.
-      Killing guards sounding the alarm. The alarm doesn't get triggered until the guard has said everything he has to say. If you take out the guard within this time window, the alarm is not triggered.
-      Scary grenades. When a grenade is thrown, all enemies try to avoid it, giving you some time to run freely; and often killing them too. This is useful when you have 6 fully armored enemies on your tail, or when an enemy carries a very powerful weapon, such as an RPG; which can take you out with a direct hit. The flipside is that you take some damage from the grenade.
-      Grenade drops. This can only be done if you have a lot of hp and armor. XIII can either throw or drop a grenade, and this trick is done by dropping the grenade at the very last moment. The grenade practically explodes inside XIII, and takes out all enemies around him in a big radius. Very cheap and very fast.
-      Closing doors. if you close a door behind you as you pass it, the enemies on your tail spend a lot of time getting it open. They usually have to wait for the door to be completely closed.
-      Stupid AI. AI for Artificial Intelligence :). Many NPCs behave dumbly when you run past them. This varies in all levels. Some might start running around and punching the air, and some might not see you or hear you at all.
-      Fall sliding. When you fall from great heights that would normally kill you, you can try to fall on a tilted piece of terrain. If done just right, the collision sends you flying horizontally instead of vertically. This means that you can jump from sick heights, and not take any damage.
-      Jump sliding. This is done by jumping to a sloped wall as close to the wall as possible. The momentum continues to carry you upwards, and you might end up getting to weird places you're not supposed to be able to get to.
-      Fast upwards grappling hooking. When you go up, you have a few options. You can first of all increase your initial height by doing an ordinary jump before shooting the grappling hook. You can also lean back or forward, giving you a lot of initial swinging momentum that helps you get on ledges a bit faster.
-      Fast downwards grappling hooking. Down is always faster than up, right? You can make the trip much faster if you shoot the grappling hook at the very last moment before you hit the ground (or when you are at maximum distance from the thing where you shoot the hook at). This way you don't take any damage at all, and practically fall down at the speed of a freefall, since it is a freefall. Smiley
-      Fast forward grappling hooking. Okay, this text starts to repeat itself. Guess what this is? Going forward! Think about Tarzan. With a grappling hook. Now think about XIII as a Tarzan with a grappling hook. That was so not funny, I know...
-      Land-on-top-KOs. If you jump on an enemy, you take him/her out with just the jump.
-      Opening a soon-to-be-locked door. If you approach a door that an NPC goes through, and that is about to be locked after the NPC has gone through it, you have a brief time to open the door before it ever gets locked. This is only used in the first submarine level.
-      Going down ladders faster. This is one of my personal favorites. XIII attaches to the ladder when you look at the ladder. If you manage to get near the ladder without looking at the ladder, XIII starts to fall right next to the ladder. When you want to stop the fall, briefly turn to face the ladder.
-      Thin shelter. This is a weird one. I use this with the fight against the Mongoose. I go behind the ladder, and look in the direction of the Mongoose. When I start firing with the big gun, the screen shakes, exposing more of the Mongoose's body. I can then shoot at him freely, and he doesn't shoot at me at all.
-      Save warping. The saving system in XIII is based on checkpoints. When you reload the game after a checkpoint, you don't get to keep your position in the level. Instead you are handed a new position, and so is everyone else in the level. Most of the time this is very annoying. But in some places, it can save a lot of time. This bug is used in the SSH1 Trap level.
-      speed swimming. This could also be called water jumping. This is a weird bug, since it doesn't work in all areas. It's basically done by looking up in roughly a 45 degree angle and holding down the jump button while swimming forward. XIII constantly tries to get out of the water, and moves a bit faster.  An even faster way of speed swimming can be done by speed swimming against an edge to make XIII jump twice as high from the water as with a normal speed swim.
Edit history:
sp3ctum: 2007-02-18 07:49:19 am
Brighton Beach
-      nothing too special here. I use a bug to block the lifeguard after the flashback. She just spins around, but I don't think that's any faster.
-      when I wake up, I kill the guy outside the door with a throwing knife to the head, grab the key and run all the way to the end of the level. There I shoot the guy with the key, grab the key, and enter the car. This really is so easy. Nearly everyone could do that with 5 minutes of practice. Smiley

Winslow Bank
-      when the flashback is about to start, I jump towards the wall, and end up spawning inside it after the flashback has ended. This is very odd. I can 'exit' the part of the wall that's going to break before the bomb explodes, so I don't have to wait for it
-      When I get to the point where mr. Winslow talks with the guard, I jam the door with my body to prevent getting pwned by the angry guards.
-      In the end, I jump down the ladder.

FBI
-      I skip the cut scene with Major Jones by leaving the interrogation room.

Major Jones
-      I use the faster way of both going up and coming down with the grappling hook. The jump down was almost perfect!

Emerald Base Bridge
-      I avoid fighting with the SPADS soldiers that are supposed to rush in the building by leaving it as fast as I can.

Emerald Base Roof
-      I use an AI bug to get rid of only one guard in the two houses. The one I kill is the one that was going to sound the alarm; the second one is just guarding the building after I leave.
-      I shoot the last generator with a pistol instead of picking the lock on the door and smashing the generator by hand.
-      in the end I show the first fall slide in the run. I skip going down with the grappling hook by jumping down.

Carrington's Cell
-      I do another fast grappling hook trick in this level. With a perfect level layout, I don't have to wait at the top of the electric death tube-thingy - I'm able to go straight down without waiting.

Cable-Car station
-      Nothing special here.

Cable-Car
-      I skip shooting the guys with the sniper rifle by going down with the grappling hook early. Going down fast, of course.

Kellownee Lake
-      Nothing special here either. Just running, running, running. I wish I could bunnyhop.

Kellownee Hideout
-      I grab the M60, and after the helicopter arrives, I just blast off with that. When the back of the cabin explodes open, I run out as fast as I can.

Plain Rock
-      I take a shortcut when jumping on the pipes.
-      I jump on top of the guard when coming down from the pipes

Doc Johansson
-      I slow down just enough to collect four clips of mag ammo. I use these four clips to get rid of Johansson fast.
-      After the flashback, I grab the nurse so the doors open faster, and then let her go when the doors have opened to run faster. The nurse makes a weird reappearance in the next level.

Canyon 1
-      I go past the trigger that triggers the 3 guys with RPGs to cut down the time from killing them. I do this by using a jump slide against the left wall after the second hook point.
-      I jump over the cliff where the one of the 3 RPG guys would have standed if they had spawned with a jump slide.
-      I keep going straight until I'm blocked by another cliff. I just jump slide over that as well.
-      When running up the last hill (after the armor) I take a shortcut by jump sliding the hill on my left up.
Edit history:
sp3ctum: 2007-02-18 07:57:34 am
Canyon 2
-      I do a big air fall slide at the lift. I kill the first RPG guy with the magnum, and then jump when I approach the mine cart to make the second RPG guy miss his shot.
-      When approaching the place where you have to use the grappling hook, I get rid of  the guys on the upper ledge with a grenade, and let the other RPG man shoot at me while I ascend.
-      I do two more fall slides before entering the ruins (or whatever they are). Why can't every level be like this?
-      I do a jump slide to skip going up the third ladder. For some reason I also miss a trigger, so no enemies spawn in this area. Cool. 8)
-      I take one more shortcut to skip going up the other ladder. I climb on top of the ruined wall to do this.

Sewage
-      Muona skips the long swim where you're intended to go get some air and listen to two people talk by just swimming and not stopping.
-      He also does a combo of fast forward grappling hookings
-      In the end he jumps to the air vent, shoots the cover off and quickly falls past the ladder, finishing the level. He loses about half of his hp here.

SPADS Camp
-      Muona speed swims the beginning of the level. You can really tell he arrives early if you've played this game. The next flashback makes no sense as he arrives at the door too early for the other guy to say "I got it! Fly! His name was Jason Fly!".
-      If you've ever played this level before, prepare to see some stupid guards. These guys are deaf, mute and blind - no offense to anyone - and it really makes for a decent speed run level... Except for the 2-minute conversation :|

Mac Call
-      Nothing super cool. Just running beside people fast. We're planning to take Mac Call out with 2 AR grenade shots, but it hasn't been recorded yet.

Submarine Base
-      Muona uses a grenade drop to take out all of the 4 fully armored guys. As always, they try to avoid the grenade, so he saves some hp, too. Not to mention time, since he's running all the time.
-      Right after the grenade he uses the grappling hook twice to speed up.
-      We're planning to take out/scare off the four guys in the room before the big room that has the little air vent that leads to the last room (yeah, there) with a grenade.
-      In the end, he also uses the grappling hook to get down faster.
-      We're also planning to use the double sweed swimming technique in the water.

Submarine 1
-      I do everything I can as fast as I can, and end up getting able to get into the captain's room right after he closes the door; the door doesn't get locked. I then push the button to trigger the cut-scene of XIII communicating with Jones, but for some reason I'm still able to run. Then I just.. run.

Submarine 2
-      I close a lot of doors behind me to give me some time to run away without being shot at.
-      I also enter the missile room a bit early, so the sailors get a few seconds to shoot at me. It's still faster than shooting them.

Sabotage
-      instead of having to wait for the container to arrive at the platform to get to the hook, Muona jumps towards the hook from on top of the rail.
-      Muona again does a good Tarzan ninja swing with the grappling hook straight to the button to open the hatches, and then drops down right to the propeller that has to be destroyed.
-      instead of having to wait for the bomb that's attached to the propeller to blow up, Muona speed swims towards the hatches at the other end of the submarine with the faster method of speed swimming.

Quay 33
-      Muona uses a bug to keep the chopper stationary when shooting at it.

Bristol Suites Hotel
-      Nothing special here. Just normal speed running.
Edit history:
sp3ctum: 2007-02-18 07:56:06 am
Sanctuary Garden
-      In the end, Muona shoots the cross down instead of pushing it down.

Sanctuary Hall
-      Muona runs past the two first guards, and has to knock out Number II in order not to be seen or heard. At least I think that's funny Smiley
-      when Muona arrives at the room with the statue, he jumps onto the rail, and then drops down onto the statue to save time.

Sanctuary Crypt
-      Muona does a fast falling grappling hook performance after the cult members have finished speaking.

Sanctuary Cliff
-      Nothing special, apart from going up with the hook a bit faster. This level is very straight-forward.

SSH1 Base Admission
-      I make the NPCs do a lot of weird stuff in this level. I hide one body, and that's the first guy after going down the stairs.
-      I take down the third guy downstairs crouched to prevent the guy behind the glass from seeing me. Not sure if this helps, but at least it doesn't do any harm.
-      I go past the president (?) and Number II right after they come through the door, and take advantage of a delayed alarm bug to make it to the finish early.
-      The music gets very annoying in this level. It's because a lot of happens every time someone sees me, or gets knocked out. The music tries to adapt to this, but it gets a bit repetitive.

SSH1 Trap
-      After killing the eye-patched guy (I don't remember his name - or number), I push the button to open the doors to the next area. I do NOT grab the president here, I use a save warp bug instead. I estimate that I save about 20-30 seconds by doing that..

Total Red
-      Nothing super cool here. I just pwn everyone.

SSH1 Final
-      I do a fast forward grappling hook thing in the beginning to speed up the wait with the slow lift.
-      I use an AR grenade to break all of the computers in the room to stop the self-destruct sequence. That sequence is such a cliché, so it's good to get rid of that fast.
-      I drop down the ladder fast, and then attach to it at the end.
-      Then it's time to pwn the Mongoose. I use the thin shelter bug (yeah I know that's a bad name). I shoot the Mongoose with the most effective weapon: the M60.
-      When he runs away for the last time, I run to the opposing ladder, and then finish him off with AR grenades to start climbing as fast as possible.

Lady Bee
-      I skip the conversation with Jones by just running past her. I don't want to look at her brand new "uniform".
-      Other than that, nothing special. Just running. Stupid non-buggy game.
Sounds nice. But ever found anything like SKYWALKING ?
I remember skywalking in multiplayer, and MAYBE it's possible to do this. But I haven't played XIII for a long time  Tongue
Quote:
Sounds nice. But ever found anything like SKYWALKING ?
I remember skywalking in multiplayer, and MAYBE it's possible to do this. But I haven't played XIII for a long time  Tongue


Sounds interesting! Can you tell me how it's done in multiplayer? Perhaps we can work as a trio to find a way to do it in single-player as well.
Thanks for the encouragement in your last post, by the way Smiley
Quote:

Sounds interesting! Can you tell me how it's done in multiplayer? Perhaps we can work as a trio to find a way to do it in single-player as well.
Thanks for the encouragement in your last post, by the way Smiley



Of course. Well, how said, I didn't play it for a long time, but I remember a bug on one map. There were rocks, and by a quite difficult jump you were able to get on a ledge, then climb up and then dropped under the map.

But would be very very difficult to find such bugs in singleplayer.
Sounds like a boundary glitch. Going outside of the game area is not allowed, so it is very likely that your run gets rejected if you do that.
Quote:
Sounds like a boundary glitch. Going outside of the game area is not allowed, so it is very likely that your run gets rejected if you do that.


And what is with the Metroid Prime Echoes run ?
Never seen it. Of course, there are runs that go outside the bounds (or close) such as the Half-Life run, but usually crossing the game boundaries is a strict no-no. There is a topic about it somewhere, discussing about these things.

You can ask, of course, (and you'd better ask if you intend to go on with that!) but usually such things are disallowed, and this sounds like one of those situations.

You have been warned.
Quote:
Never seen it. Of course, there are runs that go outside the bounds (or close) such as the Half-Life run, but usually crossing the game boundaries is a strict no-no. There is a topic about it somewhere, discussing about these things.

You can ask, of course, (and you'd better ask if you intend to go on with that!) but usually such things are disallowed, and this sounds like one of those situations.

You have been warned.


Well ok, before discuss here, I really highly doubt that it works anyway. Didn't know it it disallowed. Thanks for telling. So spectum, I hope you heard it Wink
Edit history:
sp3ctum: 2006-12-20 07:00:40 pm
Yeah, I got that. Smiley
Relating to that, you probably know the superdeform cheat in XIII. That makes everyone's head bigger and feet bigger. It also makes the characters less tall.. or something weird like that.
It makes bunnyhopping possible! You can get to lots of new fun places. You can even run through the places where you'd normally have to crawl through.
In some places when you enter the cheat twice, and then try to move, you fall through the ground. That has always resulted in death for me. Smiley

I've used the cheat to make it through to the level I want to practice or record faster.
Quote:
Yeah, I got that. Smiley
Relating to that, you probably know the superdeform cheat in XIII. That makes everyone's head bigger and feet bigger. It also makes the characters less tall.. or something weird like that.
It makes bunnyhopping possible! You can get to lots of new fun places. You can even run through the places where you'd normally have to crawl through.
In some places when you enter the cheat twice, and then try to move, you fall through the ground. That has always resulted in death for me. Smiley

as long as you don't use it in the run

I've used the cheat to make it through to the level I want to practice or record faster.

Tongue
Updated the progress list with a few new times. The game will be finished soon.