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PostPosted: Thu Mar 29, 2012 5:30 pm 
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Location: San Diego, CA USA
That's basically the same advice I heard from others I contacted about the continuity issue. It doesn't look like its that big of an issue, especially since you were upfront about this on the SDA forums and none of the moderators there said anything. I'm sorry if my excess of caution made your life more miserable than it needed to be. :oops:


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PostPosted: Fri Mar 30, 2012 12:19 pm 
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Thanks a lot for the input, guys!

Trust me, if I could by the slightest chance be arsed with redoing anything at this point, I would. But I can't be. I don't even like this game that much in general and the VCI section is just too much pain to run. Currently I'm apparently endlessly stuck in the first cyborg room as the rope seems to be extremely random. As in, whether or not will Lara swing enough upon grabbing to jump off far enough immediately. And no, it's not the angles or positions or anything, I'm 100% positive I keep doing it the exact same way and it sometimes works, sometimes simply doesn't. Sadly, it doesn't work 80% of the time. My patience ain't what it used to be back in Legend times, so if it goes on like this for, say, a 1000 more attempts, I'm just adding yet another segment.


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PostPosted: Fri Mar 30, 2012 1:31 pm 
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Joined: Mon Jul 11, 2011 12:22 am
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Location: Salo, Finland
Yes, the ropes can act strange. It seems to me that there could be some addresses that are not reset when loading a game, so that the next time you grab a rope, it is pulling something from "old" memory. Of course, this would mean there's a way to manipulate it to your advantage somehow... but don't ask me how to do that. :')

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PostPosted: Fri Mar 30, 2012 8:05 pm 
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You know, I just love how you come in and build up hopes only to crush them right in the next sentence. :cry:


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PostPosted: Sat Mar 31, 2012 1:47 am 
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Red Alert! done in 8:07, making the total time 1:13:28 in 33 segments. I made a tiny little stupid mistake at the end but that cost me a second at best and I got super lucky with the second cyborg (fell dead at the exact spot I wanted him to), so it's a keeper. http://www.youtube.com/watch?v=wPnREp07kNY


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PostPosted: Tue Apr 03, 2012 2:36 am 
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Excuse me for nor congratulating you sooner, Jay, great improvements in so many levels.

For Red Alert!:
Previous best past the infrared lasers was 10 seconds, you took 6!
Love how Lara passes Dumb and Dumber at 1:45. Is that somehow the key to skipping the entire brightly-lit storage room where Lara uses the grapple gun to swing to a crack and traverse to the exit? How did you discover this fine shortcut?
At 3:23, I expected Lara to meet an enemy. How did you skip him? He doesn't appear at 7:53 either.

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PostPosted: Tue Apr 03, 2012 3:13 am 
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Thank you, thank you. ^_^

At 1:45 it's a simple trigger bypass, though one of the dummies likes to often stand still in the corner making it impossible.
As for what happens at 3:23 and 7:53- I described that one page ago. You didn't do your reading again, did you? :D
I've written a better explanation of it in the text comments for the SDA release:
Quote:
Segment 31 (01:10:17 – 01:11:12)
I really only decided to utilize the above described after finding that if you save right here, all the enemy triggers in this room...break. If I didn’t save here and entered one of the next squares, two enemies would spawn from the ceiling and upon jumping into the shaft it would open and another enemy would spawn. But since I saved, not only does the game ignore the two jumpers, it also ignores the one in the shaft (is it a shaft? I’ve always had issues telling that in these games...>_>), meaning it does NOT open which not only looks sexy, it’s faster that way.


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PostPosted: Sun Aug 05, 2012 5:18 pm 
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Joined: Mon Jul 11, 2011 5:40 pm
Posts: 77
xRikux89 wrote:
Yes, the ropes can act strange. It seems to me that there could be some addresses that are not reset when loading a game, so that the next time you grab a rope, it is pulling something from "old" memory. Of course, this would mean there's a way to manipulate it to your advantage somehow... but don't ask me how to do that. :')


This is insanely old but I missed this until I got the comments for this run on SDA.

While almost all my experience with them is in TR4, aspects of ropes definitely persist between saves; you can make a save with a rope in an entirely neutral position, do something with it, and when you load the rope will be active. So what you do to a rope before loading a save is definitely very important (99% of the time it means you want it settled in neutral).


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PostPosted: Fri Aug 10, 2012 11:23 am 
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Mman wrote:
xRikux89 wrote:
Yes, the ropes can act strange. It seems to me that there could be some addresses that are not reset when loading a game, so that the next time you grab a rope, it is pulling something from "old" memory. Of course, this would mean there's a way to manipulate it to your advantage somehow... but don't ask me how to do that. :')


This is insanely old but I missed this until I got the comments for this run on SDA.

While almost all my experience with them is in TR4, aspects of ropes definitely persist between saves; you can make a save with a rope in an entirely neutral position, do something with it, and when you load the rope will be active. So what you do to a rope before loading a save is definitely very important (99% of the time it means you want it settled in neutral).


So...I basically had such a hard time with them because I didn't wait for them to relax before loading? :shock:


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PostPosted: Sat Aug 11, 2012 1:07 am 
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Joined: Mon Jul 11, 2011 5:40 pm
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It could be that. You did say in the commentary that you had the hardest time with the second rope-swing though (though I guess that would kind of hint at this being the cause, given that it presumably has a high chance of already being partially in motion the second time you use it).


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