metal_gear_solid:mpo_info_dump

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
metal_gear_solid:mpo_info_dump [2024/04/21 12:29] – replaced expired image link with direct wiki upload MarlonH8metal_gear_solid:mpo_info_dump [2024/05/01 13:30] (current) – Glitches moved to their own page MarlonH8
Line 23: Line 23:
 So far, these are mostly to be used on the NG Any% Route. So far, these are mostly to be used on the NG Any% Route.
  
-====IGT Accuracy and Strat Finding==== +====IGT and Strat Finding==== 
-So farsince we can only estimate when exactly the IGT stops counting (do transitions count or does IGT stop right after you hit Start?), I went with the most conservative timing approach - timing with the highest possible IGT.\\ +^ Tracked by IGT ^ Not tracked by IGT ^ 
-Same goes for every Member Swap into instant Pause to Member Swap again, where I've added 0.8s each time.\\  +| Briefing Menu | Pause Menu - IGT stops & resumes right after Start Press | 
-I took a similar approach while finding strats. Only using Member Swaps that are 100% guaranteed to be faster - while assuming that Pause Transitions are counted in the IGT.\\+| Inventory | Loads - IGT starts counting again once the Briefing Menu/Mission has loaded/is about to fade in | 
 +| Codec | Credits & Post-Credits Scene| 
 +| Cutscenes | Result Screen | 
 + 
 +Note:  
 +Until recently (April 2024), we could only estimate the exact points during which the IGT stops counting. We assumed that the IGT might only stop counting after the Pause Menu has fully faded in.\\ 
 +Because of this, I (MarlonH8) always went with the most conservative timing approach while finding IGT-focused strats; only using Member Swaps that were 100% guaranteed to be faster, even if Pause Transitions had been tracked by IGT for around ~0.4s for each Pause.\\ 
 +This means that all routes, which include any Start Presses to open the Pause Menu are ~0.4s faster than expected per Pause. Scenarios such as [Member Swap into instant Pause to Member Swap againare close to a second faster in IGT than expected.\\ 
  
 ====When is a Member Swap to travel ahead worthwhile?==== ====When is a Member Swap to travel ahead worthwhile?====
Line 70: Line 77:
 SC 3s save SC 3s save
 </code> </code>
- 
-=====Glitches===== 
-^Glitch Type^Explanation/Notes^Location^Videos^ 
-|Wall Zips|The game always tries to stick the player to the nearest wall behind their back, no matter how far away it is|Silo Entrance|{{youtube>_gIjJr7HQmU?small}}|{{youtube>XonlSIRcpYk?small}}|{{youtube>bRFNw-ikeOg?small}}| 
-|:::|:::|Town|{{youtube>mjrMkqWjnb4?small}}| 
-|Upzips|When dropping down near a grabbable ledge, the game automatically tries to grab onto that ledge when you're falling. Looking around in FPV moves your character's position around slightly and can be used to go slightly through past the ground you're standing on at certain spots, which causes you to fall.|Western Wilderness|{{youtube>u95jb_WIQJo?small}}| 
-|Out of Bounds Box Climbs|Using specific Box-positioning (too tight to push the character anywhere, but on top of it) to help yourself on top of it and past the level bounds|Town|{{youtube>eugVdKMdIg0?small}}| 
-|More Glitches|Self-explanatory|Soviet Patrol Base (Cell Door)|{{youtube>M-z03iTdq4Y?small}}| 
  
  
  • metal_gear_solid/mpo_info_dump.1713702560.txt.gz
  • Last modified: 2024/04/21 12:29
  • by MarlonH8