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Author Topic: X-COM/UFO: Enemy Unknown (DosBox, 13:20)  (Read 1088 times)
fk-

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« on: April 14, 2009, 18:34:53 »
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Hi guys.

I've improved on my dated 29:12 run and managed to finish the game in 13:20 (on the beginner difficulty).

Sadly, Windows version of UFO doesn't work on my new PC, so I was forced to do a DosBox run which can't be officially submitted. But I guess posting it here makes me happy too Smiley

You can download it here or from Rapidshare.

Don't forget to check out the info file if you're hungry for some juicy details.
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Nihilus


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« Reply #1 on: April 14, 2009, 21:22:04 »
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Very nice. I still plan on doing my own Beginner run when I have the time, so it's nice that I have something to try and beat  Tongue

It's nice to see that both interceptors can be scrapped with sufficient luck, though it might be faster to shoot the first UFO down so that there are fewer aliens to kill. The problem would be the components remaining intact.

You can sell stuff faster and remove stuff from the ship faster if you click and hold the whole time. That way you don't have to wait the half second or so for each counter to move quickly. You only have to wait once.

BEAUTIFUL base level. That seems to be my worst part, as far as my testing has gone. I want to save time by only using default weapons until the end, but that heavy plasma trick might be necessary for a good time. I plan on snatching a blaster launcher and 2 shots to finish the final mission in seconds. I like the idea of going from the worst weapons to the best with nothing in between. How do I save time in research, you may ask? Well............

After the first and only UFO mission, I scrap the radar. That way no more UFO missions pop up, and hitting 'day' just instantly finishes everything. It may be possible to scrap it first thing, since you still seem to have radar for about a month after. A run with no radar that just happens to send in the dropship exactly where it needs to be and when would be a fantastic feat of luck and retries, but is probably more trouble than it's worth.

It also can be done without ever visiting a terror mission, so long as they never occur 2 months in a row. I plan on making sure this happens.

I also can't seem to make it work in Windows  Sad
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« Reply #2 on: April 15, 2009, 01:13:22 »
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Fantastic job. I'll watch this later today and comment.
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« Reply #3 on: April 15, 2009, 05:09:28 »
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Hi Nihilus, you bring up some very interesting ideas!

It's nice to see that both interceptors can be scrapped with sufficient luck, though it might be faster to shoot the first UFO down so that there are fewer aliens to kill. The problem would be the components remaining intact.

Yeah, but even biggest problem would be Elerium supplies. I had to manufacture one UFO energy source and 6 heavy plasma clips which left me with very very little Elerium (probably less than 10 units, I guess just enough to refuel Avenger before going to Cydonia). And I think - although I'm not sure - that you get less Elerium from a damaged UFO.

You can sell stuff faster and remove stuff from the ship faster if you click and hold the whole time. That way you don't have to wait the half second or so for each counter to move quickly. You only have to wait once.

You're right! I can't believe that never occured to me Cheesy

BEAUTIFUL base level. That seems to be my worst part, as far as my testing has gone. I want to save time by only using default weapons until the end, but that heavy plasma trick might be necessary for a good time. I plan on snatching a blaster launcher and 2 shots to finish the final mission in seconds. I like the idea of going from the worst weapons to the best with nothing in between. How do I save time in research, you may ask? Well............

The Earth alien base is by far the most difficult part, it's long and takes a lot of tries. Anyway, snatching a blaster launcher is definitely a good idea, but don't forget to take ammo (two bombs) as well so you won't have to manufacture it - it requires Elerium and the supplies are scarce...

After the first and only UFO mission, I scrap the radar. That way no more UFO missions pop up, and hitting 'day' just instantly finishes everything. It may be possible to scrap it first thing, since you still seem to have radar for about a month after. A run with no radar that just happens to send in the dropship exactly where it needs to be and when would be a fantastic feat of luck and retries, but is probably more trouble than it's worth.

That's great! I think that that's the way to go. In fact, you don't need it for anything except the first mission (what do you mean by sending the dropship exactly where it needs to be? You mean spotting the landed first-mission-UFO with patroling Skyranger?).

It also can be done without ever visiting a terror mission, so long as they never occur 2 months in a row. I plan on making sure this happens.

Yeah, it's all pretty random. I was skipping through the same month several times and I got very different scores, like +86 and -2300 Smiley

Anyway, the real problem is to detect the Earth alien base! It takes a lot of retries until the agents find one. Certain FAQ suggests following very big (supply) UFOs and finding the base with Skyranger, but it's not really an ideal method for a speedrun - and by the time an Earth alien base could be established, your radar will be scraped already, so you won't be able to detect UFOs anyway (however, it sounds kinda weird to me, is it really possible to find an alien base by cruising the map with an aircraft?).

I also can't seem to make it work in Windows  Sad

The gold/collector's edition works for me in XP, but I'm getting a strange error - mouse can be moved far beyond the visible borders of the screen, which is quite annoying. It might be caused by nVidia 8800GTS 512 graphic card... worked OK on my previous ATI X700.
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« Reply #4 on: April 15, 2009, 05:27:37 »
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That's a big improvement over your first run. Good work.

Question: Do you really have to sell all the stuff you get at the beginning ? Or you have to, because of the warehouse space ?

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Sadly, Windows version of UFO doesn't work on my new PC, so I was forced to do a DosBox run which can't be officially submitted. But I guess posting it here makes me happy too Smiley

Even if you could make it work under Windows (gold version) properly without Doxbox and record it via Hypercam or Camtasia, there still will be the speed issue regarding how fast your PC is. Unfortunately, this means that a speedrun of this game will be never accepted on SDA Sad Same goes for Commandos for example.
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« Reply #5 on: April 15, 2009, 05:40:19 »
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Question: Do you really have to sell all the stuff you get at the beginning ? Or you have to, because of the warehouse space ?

No... I thought that it would be wise to sell everything to make the Sell/sack menu less chaotic, but it turned out to be useless (I'm selling much less than I thought later in the game), so this could be clearly improved by... not doing that Smiley
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« Reply #6 on: April 15, 2009, 19:21:28 »
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I think each intact power source nets 50 elerium always, though I haven't watched this closely to see if it's the same or less for a crashed UFO.

And yep, I meant to patrol, and just happen to find a landed UFO, haha. Probably too horribly unlikely for a human run, but will be cool whenever someone makes a TAS of this.

You can find alien bases by using the patrol command, not by just flying I don't think. I also heard somewhere that the chance of them giving you an alien base at the end of the month is higher if your score is lower, though it always seemed totally random to me.
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« Reply #7 on: April 16, 2009, 09:34:14 »
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Hi guys.

I've improved on my dated 29:12 run and managed to finish the game in 13:20 (on the beginner difficulty).

Sadly, Windows version of UFO doesn't work on my new PC, so I was forced to do a DosBox run which can't be officially submitted. But I guess posting it here makes me happy too Smiley


A while ago, I stumbled on a patch that modified the xcom.exe to run in windowed mode.  Would that make the run SDA legit?
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« Reply #8 on: April 16, 2009, 12:53:26 »
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There's still the speed issue you can't ignore, although I have tried to use cpukiller to see the difference and there was none Smiley Maybe the game has some kind of limit you can't get past, but it's still way faster than on an old pentium I for example. I'm using collectors edition without patch, just so you know. The patch makes the game harder btw.
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« Reply #9 on: April 16, 2009, 18:19:19 »
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Hmmm... Is there any specific thing in the C.E. version that gives you a speed boost when compared to DOS version? If you have a minute or two, you can check out my old run that was recorded with FRAPS and the Windows version of UFO (to be specific, there was 495 616 bytes "UFO Defense.EXE" and 4096 bytes "xcom1fix.exe", but the fix corrects only some graphic issues, not the speed). If you watch it, you can see that time in the globe-view mode runs pretty much normal and the movement/shooting in the BattleScape missions is actually *slower* than it used to be on 486 (and, as you can see in the run, I set every speed in the BattleScape menu to 6 = max). What I'm trying to say is that in my opinion, the Windows version actually has some kind of a speed limiter, unlike the DOS one. I played it on P4 3.0.
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« Reply #10 on: April 16, 2009, 22:22:14 »
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I don't think it's normal that several minutes in globe-view pass in a second. I'll try to record CE version on my OC'ed Core 2 Quad and compare it to your old run to see if there is any difference and if there is none, the run might be acceptable imho, although if someone makes a DOS run, it will be a different category. Maybe FRAPS has some speed limit effect, I'll check that too.
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« Reply #11 on: April 16, 2009, 22:33:22 »
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When you guys manufacture stuff, you are doing that trick where you don't have to pay for anything right?
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« Reply #12 on: April 16, 2009, 22:36:06 »
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Wow! This run is amazing. Really brings back memories (from about a year ago, when I first played). That said, I have some ideas for improvements, in addition to the suggestions above (scrap the radar, skip the unnecessary sell/sack menu, take the blaster launcher for the final mission, and shoot down the first UFO if you can get the power source to stay intact).

-Don't hire so many scientists/engineers
-Don't allocate all of them

The time spent allocating them exceeds the real time saved during research/production, so don't bother unless you need them all to complete research before you lose. Also, when you wait for all of them to be allocated, then there's a pause before you notice and go to click on another button. You can avoid this by holding the button for a memorized amount of time. Together this could save about one second each time you start research or production, which adds up.

-Skip laser weapons
-Possibly skip manufacturing heavy plasmas and clips
-Don't use so many soldiers in alien base/martian base
-Don't equip so many soldiers with stun rods

Since you save before and after starting each mission, you could just have one soldier with a captured heavy plasma to shoot down the wall
and leave the rest with rifles and/or stun rods for the alien base mission. You only used three soldiers, so you could probably send fewer (maybe 5) to that mission and reload if they don't start in good places. The extras cost you some time cycling through the list, equipping stun rods, and sending the one who started down a floor back to the lift (which didn't stop him from being left behind anyway). And you only needed one soldier for the martian base! So moving the other three to the lift wasted time.
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« Reply #13 on: April 17, 2009, 05:05:11 »
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When you guys manufacture stuff, you are doing that trick where you don't have to pay for anything right?

No, that takes too much time, and we have plenty of money.


-Skip laser weapons
-Possibly skip manufacturing heavy plasmas and clips
-Don't use so many soldiers in alien base/martian base
-Don't equip so many soldiers with stun rods


The thing about giving all of them stun rods and heavy plasmas is you don't know who is going to end up where. One guy could end up closest to the command center, which is all you would need with enough luck, but what if he's the unarmed guy? And I think so many soldiers are taken because it saves time having to get rid of them, and it gives better chances of one starting in a really good position.

I agree with skipping lasers.
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« Reply #14 on: April 17, 2009, 10:26:11 »
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Got the timing:

Global-view

1) Old 29:12 run - 0.200 second
2) 13:20 run - 0.143 second
3) My test 30fps - 0.200 second
4) My test 60fps - 0.200 seconds

Clearly, there really is a limit.


Mission - 1 square walk - set to 6

1) Old 29:12 run - 0.233 second
2) 13:20 run - 0.143 second
3) My test 30fps - 0.033 second
4) My test 60fps - 0.033 second

As you can see, the difference is huge. Here's a video sample to see how extremely fast it is. Notice that even with the scrolling set to 1, it's very annoying to move around the map.

I have tried 1.2 patch and xcom1fix, but the speed is still huge.
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