Author Topic: The Goldeneye Facts Topic (Speedrunning ONLY!)  (Read 70592 times)

Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #50 on: January 21, 2013, 01:19:38 pm »
Alright, time for a long awaited topic:

Death Animations

As far as i have been able to tell, there are 16 regular death animations in Goldeneye:



A 17th one only occur when the guard is in front of a solid object, such as a wall or a crate:



There are additional ones not covered here which occur when a guard is killed by an explosion. Also according to http://goldeneye.wikia.com/wiki/Guard there is a death which only occur if the guard is in front of a solid object when killed and i might cover that one later.

So onto the fun stuff, how long is each animation? The timings below are between the moment of death and first frame of fadeout:

#1: 150 frames       2.5 seconds
#2: 128 frames       2.13 seconds (fastest)
#3: 236 frames       3.93 seconds 
#4: 168 frames       2.8 seconds
#5: 486 frames       8.1 seconds
#6: 237 frames       3.95 seconds
#7: 487 frames       8.11 seconds
#8: 179 frames       2.98 seconds
#9: 141 frames       2.35 seconds
#10: 141 frames     2.35 seconds
#11: 172 frames     2.86 seconds
#12: 470 frames     7.83 seconds
#13: 178 frames     2.96 seconds
#14: 1211 frames   20.18 seconds (slowest)
#15: 138 frames     2.3 seconds
#16: 176 frames     2.93 seconds
#17: 179 frames     2.98 seconds

Fadeout: 97 frames  1.61 seconds 

Additionally, which animation that can be played depends on where the killing shot hits the guard. The following list might be missing some animations but i think it's mostly correct:

Arm/Lower leg: #2 #4 #9 #15 #17
Thigh: #2, #4 #9 #12 #15 #17
Stomach/Groin/Lower body: #1 #2 #4 #6 #8 #9 #10 #11 #13 #14 #15 #16 #17
Body: #1 #2 #3 # 6 #8 #9 #10 #11 #13 #15 #16 #17
Head: #1 #2 #3 #4 #5 #6 #7 #9 #10 #11 #13 #15 #16 #17

The animations that are exclusive to one body part is #5 (head), #7 (head), #12 (thigh) and #14 (stomach/groin/lower body).

The thing i found most interresting is that Arm/Lower leg seem to only have the "jumping backwards while rotating" kind of animations. And these happen to be some of the fastest there is (slowest being #4 with 168 frames). The same would go for thigh except that it has the one exclusive and really slow #12.

So in conclusion the random factors with death animations might be largely avoidable by aiming for the legs/arms.

Edit: Updated post with info on 17th animation and fadeout length.
« Last Edit: October 01, 2017, 05:16:16 am by Wyst3r »

bke16

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Re: The Goldeneye Facts Topic
« Reply #51 on: January 21, 2013, 01:25:07 pm »
That is extremely useful to know! Thanks.

I actually thought the order of best deaths was 2, 10, 9 (both 9 and 10 the same) and then 15 but apparently 15 is better than 9 and 10 lol. My estimations were roughly correct but seeing exact values is really nice. Good post.
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Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #52 on: January 21, 2013, 01:32:23 pm »
The times could have been slightly influenced by lag so it might be +- a few frames ^^

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Re: The Goldeneye Facts Topic
« Reply #53 on: January 21, 2013, 01:59:57 pm »
Yeah Henrik is talking about the guard who falls against a wall sitting upright if he's standing in front of a solid object. Ironically, a chair or other explosive object counts and when that blows up/mostly disappears, a guard just looks stupid!

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Re: The Goldeneye Facts Topic
« Reply #54 on: January 21, 2013, 02:26:48 pm »
This will probably become the most useful post on the elite boards in GE history.  Nice work and excellent reference guide.  Now we know how exactly how trolled you can get on Egypt.  A lot of deaths are very CLOSE (in the high 2s) which is interesting.
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Re: The Goldeneye Facts Topic
« Reply #55 on: January 21, 2013, 03:08:11 pm »
That 2nd. death is what i love to see on the last guard on control 1st. room.
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Re: The Goldeneye Facts Topic
« Reply #56 on: January 21, 2013, 03:17:35 pm »
A 1.8 second difference in death time pretty much confirms that my Egypt 00A 0:48 was a blown 0:46 back in 2004. I would have had 48/47/46 as my times, and another epic flukey untied to add to my relatively lousy resume!

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Re: The Goldeneye Facts Topic
« Reply #57 on: January 21, 2013, 08:08:01 pm »
Jim's 0:48 was 0:46 pace HOLY SHIT OMG I CAN'T BELIEVE THIS IS AMAZING



 :kappa:
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Re: The Goldeneye Facts Topic
« Reply #58 on: January 21, 2013, 08:20:37 pm »
A 1.8 second difference in death time pretty much confirms that my Egypt 00A 0:48 was a blown 0:46 back in 2004. I would have had 48/47/46 as my times, and another epic flukey untied to add to my relatively lousy resume!

Reminds me of the time I got the crotch-grabbing death on the 3rd Baron, and if I hadn't quit out it might have been a 1:05, which means I should have had a 45.  Damn.  I guess I should probably update the WR database for both of us. 8)

On a more serious note, great topic Henrik.  I enjoyed the Surface guard spawning info as well as this death animation breakdown.  Keep it coming!

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Re: The Goldeneye Facts Topic
« Reply #59 on: January 21, 2013, 08:43:27 pm »
Nice to get hard facts on death speeds, but its kinda old news to me, I had these figured out years ago. Awesome though!
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Re: The Goldeneye Facts Topic
« Reply #60 on: January 21, 2013, 08:46:46 pm »
Btw, Im quite sure Henrik actually made a mistake here... between #6 and #3. Im sure one of them is the "fast kneel" death which clearly only loses 1 sec if even that to the best death so it should be around 3.00 seconds, as opposed to 3.9.
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Re: The Goldeneye Facts Topic
« Reply #61 on: January 22, 2013, 02:50:10 am »
#3 is the last guard you killed on Aztec 1:26, which is very close to 4s from shot to lying still according to the countdown timer so that one is right.

bke16

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Re: The Goldeneye Facts Topic
« Reply #62 on: January 22, 2013, 03:36:29 am »
Yeah I'm pretty sure the "fast" version of the kneeling death is pretty much the same as the kneeling death.
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bke16

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Re: The Goldeneye Facts Topic
« Reply #63 on: January 22, 2013, 04:20:47 am »
Also for all we know Jim's 48 could have been 48.8-48.99.

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Re: The Goldeneye Facts Topic
« Reply #64 on: January 22, 2013, 03:50:41 pm »
Noobs. The fast kneeling death is clearly 1 sec faster than the slow kneeling death. Play control agent till you get it on the last guard and youll see the difference.

If they were the same, then I guess I had :44 paces on Egyptian Agent since i had like 20 46s with fast kneeing death on last Baron  :kappa:
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Re: The Goldeneye Facts Topic
« Reply #65 on: January 22, 2013, 04:22:54 pm »
Noobs. The fast kneeling death is clearly 1 sec faster than the slow kneeling death. Play control agent till you get it on the last guard and youll see the difference.

If they were the same, then I guess I had :44 paces on Egyptian Agent since i had like 20 46s with fast kneeing death on last Baron  :kappa:

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Re: The Goldeneye Facts Topic
« Reply #66 on: January 23, 2013, 12:18:08 am »
Eh i'd think clemens is right here, the fast kneeling should be faster, but i dunno by how much. Seems like a sec or little less.
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Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #67 on: January 23, 2013, 06:27:24 am »
I double checked #3 and #6 and they are definately equal. So if there's a faster kneeling death then it must be a third and far more rare animation.

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Re: The Goldeneye Facts Topic
« Reply #68 on: January 23, 2013, 06:57:10 am »
Is the slowest death #14 only attainable if you use the golden gun?

#12 has to be the rarest death in the game.


Basically it's this;

4/16 are terrible

2/16 are 3.9 seconds, kneeling, very bad

4/16 are 2.8 - 2.9 seconds - crumpling like animation, OK

6/16 are 2.1 - 2.5 seconds - falling backwards, best deaths


Obviously the probability is not distributed like that but there are 6 "good" deaths in the game.  Though losing .4 on a death is definitely not great on Egypt or Control.

You could even take it further and say the straight back death is 2.5, the other 5 fall backs are only 2.13-2.35.  .22 is OK to deal with.
« Last Edit: January 23, 2013, 07:07:29 am by Goose »
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Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #69 on: January 23, 2013, 07:37:00 am »
Okay the "fast kneeling death" is probably #8. And it is indeed 1 sec faster than the others.

Quote
Is the slowest death #14 only attainable if you use the golden gun?

Nope.

Quote
#12 has to be the rarest death in the game.

Not really, it just rare that the killshot hits the thigh :p
« Last Edit: January 23, 2013, 07:48:42 am by Henrik Norgren »

bke16

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Re: The Goldeneye Facts Topic
« Reply #70 on: January 23, 2013, 12:03:41 pm »
Yeah you probably mean #8.. misunderstood then.
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Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #71 on: January 23, 2013, 12:58:04 pm »
Updated my original post with info on 17th animation and fadeout length.

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Re: The Goldeneye Facts Topic
« Reply #72 on: January 23, 2013, 05:40:26 pm »
Yeah its #8. I had no idea there were 2 different kneeling deaths lol, slow ones I mean.
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Re: The Goldeneye Facts Topic
« Reply #73 on: January 24, 2013, 05:39:28 pm »
Henrik, could you do a study on stunned animations and which ones are fastest/slowest (and where to shoot to get those)?

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Re: The Goldeneye Facts Topic
« Reply #74 on: January 24, 2013, 06:08:31 pm »
Henrik

I want to know how long the FADE is.  Ie: when you enter the boat in Frigate, how much time is in the fade, where the timer stops counting, but an objective can still complete?

Not really important but would be interesting to know.
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Re: The Goldeneye Facts Topic
« Reply #75 on: January 25, 2013, 10:04:59 am »
Quote
Henrik, could you do a study on stunned animations and which ones are fastest/slowest (and where to shoot to get those)?

Yeah i'll post some info on this when i have time.

Quote
I want to know how long the FADE is.  Ie: when you enter the boat in Frigate, how much time is in the fade, where the timer stops counting, but an objective can still complete?

The fade itself is roughly 68 frames long (1.13 seconds), counting from the moment the timer hits it's final value. Objectives must complete within the first ~58 frames (0.96 seconds) for the cinema to come up. After that comes 1 or perhaps a few "time not saved" frames. After that the mission will fail.

Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #76 on: January 25, 2013, 12:04:30 pm »
Here we go:

Damage Animations



#1:   241 frames   4.01 seconds
#2:   328 frames   5.46 seconds
#3:   82   frames   1.36 seconds
#4:   61   frames   1.01 seconds
#5:   61   frames   1.01 seconds
#6:   51   frames   0.85 seconds
#7:   81   frames   1.35 seconds
#8:   47   frames   0.78 seconds (shortest)
#9:   129 frames   2.15 seconds
#10: 204 frames   3.40 seconds
#11: 169 frames   2.81 seconds
#12: 167 frames   2.78 seconds
#13: 245 frames   4.08 seconds
#14: 305 frames   5.08 seconds

#15 and #16 has several versions of different length:

#15 (short version):   66 frames     1.10 seconds
#15 (middle version): 138 frames   2.30 seconds
#15 (long version):     450 frames   7.50 seconds (longest)

#16 (shorter version): 91 frames   1.51 seconds
#16 (longer version): 162 frames   2.70 seconds

Body parts/Animations:

Lower leg: #1 #2
Thigh: #1 #2 #3
Groin: #4 #5 #6 #7
Body: #5 #6 #8
Upper arm: #9 #10
Lower arm: #11 #12
Hand (Not holding weapon): #13 #14
Butt: #4 #5 #6 #7 #8 #15 #16

Note: I haven't checked head animations yet, but i doubt there's any head-unique animations? Also i didn't check the backside of the body very well either, but it seems to have the same animations as the corresponding front areas.
« Last Edit: October 01, 2017, 05:17:00 am by Wyst3r »

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Re: The Goldeneye Facts Topic
« Reply #77 on: January 25, 2013, 07:19:58 pm »
Thanks for the info.

1 out of 3 Trev shots will cost you .23 sec vs the best one. That's pretty lame.
« Last Edit: January 26, 2013, 12:29:03 am by Boss »

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Re: The Goldeneye Facts Topic
« Reply #78 on: January 25, 2013, 11:58:42 pm »
There is definitely a headshot that is unique only to the face/head area for armored guards, try it out!

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Re: The Goldeneye Facts Topic
« Reply #79 on: January 27, 2013, 09:54:09 pm »
I vow to sticky this topic :)
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Re: The Goldeneye Facts Topic
« Reply #80 on: January 27, 2013, 10:05:02 pm »
Consider it done!

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Re: The Goldeneye Facts Topic
« Reply #81 on: January 28, 2013, 12:20:03 am »
We should look into the Nat reaction on Control, the second time you meet up with her. Illu was playing around with turning away from her super-early last night to save some time. I wonder what the fastest reaction you can possibly get is, and how likely / unlikely it is to achieve. An insane reaction here could make 3:57 more doable?
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Re: The Goldeneye Facts Topic
« Reply #82 on: January 28, 2013, 04:59:51 am »
sexy, this

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Re: The Goldeneye Facts Topic
« Reply #83 on: January 28, 2013, 05:28:54 am »
Ugh,  Goose with his PP7, KF7 switching in Facility at door decoder ?

Eh, I didn't do that, but I was just facing to the right with the Remote Mine.
I didn't get a bad Trev. In fact, it worked for a second time in a row Doak was at best spot, not sure if it was luck.
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Re: The Goldeneye Facts Topic
« Reply #84 on: January 28, 2013, 06:48:36 am »
Updated the first post of this topic to include links to the other posts i've made so far.

Consider it done!

Wow thanks :)

We should look into the Nat reaction on Control, the second time you meet up with her. Illu was playing around with turning away from her super-early last night to save some time. I wonder what the fastest reaction you can possibly get is, and how likely / unlikely it is to achieve. An insane reaction here could make 3:57 more doable?

I've checked this before while TAS'ing Control and i tested it again today to make sure i remembered correctly. The idea that Natalya can have faster reaction by turning earlier is simply wrong. Her "I'm coming, James" message can differ by a few frames but not in any significant or manipulatable manner. Even though the message can seem to come up faster when watching in real time, a frame-by-frame analysis shows that there's no difference whatsoever, no matter which method you use (look up, down, turn right, left, early, late etc etc...).

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Re: The Goldeneye Facts Topic
« Reply #85 on: January 31, 2013, 12:45:53 pm »
How much do we know about pausing? How long does it take to pause? How much is this affected by the lookdown angle; is it ever affected by the weapon or other item we're holding? How exactly does speed accumulate on successive pauses? Are all quickpauses equally effective?

Not big questions, but I very much doubt the pausing strategies on levels like silo, frigate, b1 have been optimized... potentially there's another few tenths here just on pause strategy. Also could be useful knowledge for potential 2.X strats a la Streets SA/00. Can Dam 00 have a quickpause at the big double gate?

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Re: The Goldeneye Facts Topic
« Reply #86 on: January 31, 2013, 01:01:04 pm »
Quote
How much do we know about pausing? How long does it take to pause? How much is this affected by the lookdown angle; is it ever affected by the weapon or other item we're holding? How exactly does speed accumulate on successive pauses? Are all quickpauses equally effective?

Not big questions, but I very much doubt the pausing strategies on levels like silo, frigate, b1 have been optimized... potentially there's another few tenths here just on pause strategy. Also could be useful knowledge for potential 2.X strats a la Streets SA/00. Can Dam 00 have a quickpause at the big double gate?

I've been meaning to get back to investigating pauses at some point because i got some unexpected results last time i checked how angle affects pause length. I covered quickpauses and how each quickpause affects the upcoming pauses a long time ago. I will most likely post it again in this topic and recheck my measurements.

Optimizing quickpause strats is in my experience very difficult (at least when doing TAS). Mainly because the calculations need to include Bonds speed, acceleration, exact length of quickpause etc.. For example, a quickpause while at running straight stretch at full speed will lose more than a quickpause done when already standing still.

For Streets, you simply pause before Val if you wanna switch to 1.2, there's not much more to it? On Dam you're most likely gonna lose time since gates can be pretty fast.
« Last Edit: February 01, 2013, 04:41:25 pm by Henrik Norgren »

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Re: The Goldeneye Facts Topic
« Reply #87 on: January 31, 2013, 01:22:56 pm »
I was wondering whether it would be faster to do 2 quickpauses at the first door on B1 SA rather than one. Seems to lose a tenth or two since you lose speed, but it really helps with the later pauses. Would be nice to know if it's faster or not.. I think it is though.
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Re: The Goldeneye Facts Topic
« Reply #88 on: January 31, 2013, 02:02:41 pm »
That's indeed nice to know, I think the first quickpause at the first door and the second quickpause at 2nd cam?
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Re: The Goldeneye Facts Topic
« Reply #89 on: January 31, 2013, 02:16:59 pm »
^ Both at the door.

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Re: The Goldeneye Facts Topic
« Reply #90 on: February 01, 2013, 03:50:04 pm »
Some of the info here will be re-posted old info, but there will be some new stuff as well:

(Quick)Pauses

As we all know, doing a quickpause makes upcoming pauses faster. This is true for quickpauses but also for regular, full pauses. In fact, all pauses are equal in terms of how they affect later pauses.

Below are some measurements of how long time a full pause (in and out) takes from different vertical angles and after a certain number of previous pauses. +90 degrees indicates full lookup and -90 full lookdown (Bonds initial angle is -4, and the angle when fully paused is -40):
 
0 Previous Pauses:
---------------------------------------------------
+90 degrees   301 frames   5.01 seconds
+80 degrees   293 frames   4.88 seconds
+70 degrees   283 frames   4.71 seconds
+60 degrees   271 frames   4.51 seconds
+50 degrees   260 frames   4.33 seconds
+40 degrees   250 frames   4.16 seconds
+30 degrees   240 frames   4.00 seconds
+20 degrees   229 frames   3.81 seconds
+10 degrees   218 frames   3.63 seconds
    0 degrees   219 frames   3.65 seconds
-10 degrees    220 frames   3.66 seconds
-20 degrees    219 frames   3.65 seconds
-30 degrees    220 frames   3.66 seconds
-40 degrees    221 frames   3.68 seconds
-50 degrees    221 frames   3.68 seconds
-60 degrees    220 frames   3.66 seconds
-70 degrees    220 frames   3.66 seconds
-80 degrees    220 frames   3.66 seconds
-90 degrees    220 frames   3.66 seconds

As we can see, the lengths become identical below +10 degrees. Therefor, i left out the values inbetween -90 and +10 degrees in the next measurements:

1 Previous Pauses:
---------------------------------------------------
+90 degrees   273 frames   4.55 seconds
+80 degrees   261 frames   4.35 seconds
+70 degrees   254 frames   4.23 seconds
+60 degrees   244 frames   4.06 seconds
+50 degrees   238 frames   3.96 seconds
+40 degrees   226 frames   3.76 seconds
+30 degrees   218 frames   3.63 seconds
+20 degrees   211 frames   3.51 seconds
+10 degrees   204 frames   3.40 seconds
    0 degrees   202 frames   3.36 seconds
-10 degrees    204 frames   3.40 seconds
-20 degrees    ----                ---
-30 degrees    ----                ---
-40 degrees    ----                ---
-50 degrees    ----                ---
-60 degrees    ----                ---
-70 degrees    ----                ---
-80 degrees    ----                ---
-90 degrees    202 frames   3.36 seconds

For the next ones i also left out values between +90 and +10:

2 Previous Pauses:
---------------------------------------------------
+90 degrees   250 frames   4.16 seconds
+80 degrees   ----                ---
+70 degrees   ----                ---
+60 degrees   ----                ---
+50 degrees   ----                ---
+40 degrees   ----                ---
+30 degrees   ----                ---
+20 degrees   ----                ---
+10 degrees   188 frames   3.13 seconds
    0 degrees   ----                ---
-10 degrees    ----                ---
-20 degrees    ----                ---
-30 degrees    ----                ---
-40 degrees    ----                ---
-50 degrees    ----                ---
-60 degrees    ----                ---
-70 degrees    ----                ---
-80 degrees    ----                ---
-90 degrees    188 frames   3.13 seconds

3 Previous Pauses:
---------------------------------------------------
+90 degrees   227 frames   3.78 seconds
+80 degrees   ----                ---
+70 degrees   ----                ---
+60 degrees   ----                ---
+50 degrees   ----                ---
+40 degrees   ----                ---
+30 degrees   ----                ---
+20 degrees   ----                ---
+10 degrees   174 frames   2.90 seconds
    0 degrees   ----                ---
-10 degrees    ----                ---
-20 degrees    ----                ---
-30 degrees    ----                ---
-40 degrees    ----                ---
-50 degrees    ----                ---
-60 degrees    ----                ---
-70 degrees    ----                ---
-80 degrees    ----                ---
-90 degrees    ----                ---

4 Previous Pauses:
---------------------------------------------------
+90 degrees   209 frames   3.48 seconds
+80 degrees   ----                ---
+70 degrees   ----                ---
+60 degrees   ----                ---
+50 degrees   ----                ---
+40 degrees   ----                ---
+30 degrees   ----                ---
+20 degrees   ----                ---
+10 degrees   161 frames   2.68 seconds
    0 degrees   ----                ---
-10 degrees    ----                ---
-20 degrees    ----                ---
-30 degrees    ----                ---
-40 degrees    ----                ---
-50 degrees    ----                ---
-60 degrees    ----                ---
-70 degrees    ----                ---
-80 degrees    ----                ---
-90 degrees    ----                ---

5 Previous Pauses:
---------------------------------------------------
+90 degrees   190 frames   3.16 seconds
+80 degrees   ----                ---
+70 degrees   ----                ---
+60 degrees   ----                ---
+50 degrees   ----                ---
+40 degrees   ----                ---
+30 degrees   ----                ---
+20 degrees   ----                ---
+10 degrees   148 frames   2.46 seconds
    0 degrees   ----                ---
-10 degrees    ----                ---
-20 degrees    ----                ---
-30 degrees    ----                ---
-40 degrees    ----                ---
-50 degrees    ----                ---
-60 degrees    ----                ---
-70 degrees    ----                ---
-80 degrees    ----                ---
-90 degrees    ----                ---

6 Previous Pauses:
---------------------------------------------------
+90 degrees   182 frames   3.03 seconds
+80 degrees   ----                ---
+70 degrees   ----                ---
+60 degrees   ----                ---
+50 degrees   ----                ---
+40 degrees   ----                ---
+30 degrees   ----                ---
+20 degrees   ----                ---
+10 degrees   145 frames   2.41 seconds
    0 degrees   ----                ---
-10 degrees    ----                ---
-20 degrees    ----                ---
-30 degrees    ----                ---
-40 degrees    ----                ---
-50 degrees    ----                ---
-60 degrees    ----                ---
-70 degrees    ----                ---
-80 degrees    ----                ---
-90 degrees    ----                ---

After this point, the speed of pauses become constant. So the optimal number of quickpauses is 6.

-----------------------------------------------------------------------------------

I also wanted to figure out how much you can loose by doing a quickpause, including factors like Bonds speed and acceleration. The first thing we'd need to know is that the length of a frame perfect quickpause is roughly 34 frames (0.56 seconds). So if your standing still when doing your quickpause, you'll lose 34 frames. Simple. What's more difficult to figure out is how much you lose if you pause during or after Bond has accelerated to full speed, since a quickpause will undo all acceleration and bring Bond's speed back to 0. What's even more difficult is the fact that Bond in a sense accelerates twice. The first time you start holding forward, Bond's speed value is set to 1.08. But since Bond is standing still he will in reality accelerate toward this value. After 183 frames (3.05 seconds), Bond's speed starts to increase to 1.35 (full speed), a process which takes 24 frames (0.4 seconds). This means that it takes a total of 207 frames (3.45 seconds) for Bond to reach full speed after you start holding down forward.

Anyway, to test this, i let Bond run on a long straight stretch between 2 points and compared the time it took when quickpauses were made at different times. In this case, i used Runway and ran from the beginning of the Runway all the way to the plane (Invincibility on to avoid boosts). Below is a table of the times i got:

No quickpause:                                                                        Bond reached plane with timer at 1471 frames.
Quickpause before holding forward:                                                             -||-                        1501 frames.
Quickpause 20 frames after after holding forward:                                                                      1506 frames.
- || -            40                                                                                                                 1512 frames.
- || -            60                                                                                                                 1511 frames.    
- || -            80                                                                                                                 1510 frames.  
- || -            100                                                                                                               1518 frames.  
- || -            120                                                                                                               1523 frames.  
- || -            140                                                                                                               1518 frames.  
- || -            160                                                                                                               1521 frames.  
- || -            180                                                                                                               1524 frames.  
Quickpause while at full speed:                                                                                             1520 frames.      

So basicly you can lose up to ~20 frames (0.33 seconds) if you quickpause after Bond's acceleration has started compared to a quickpause while standing still. Also you start losing this time very quickly (< 2 seconds) after holding forward. After this point, it becomes irrelevant when you quickpause, time lost will be the pretty much same. So it's definately much better to quickpause before or after running.

As mentioned, the above measurements were made on a long straight stretch and might not be the same in other situations. Hopefully this can be some kind of indication of how much time can be lost though.

---------------------------------------------------------------

To finish things off, I also did some measurements for Dan's question regarding weapons and if they have any effect on pause length. What i found was that all weapons are equal except in 2 cases:
Having dual weapons (not including throwing knives) when pausing makes it ~15-20 frames (0.25 - 0.33 seconds)  longer.
Having Detonator/Watch Laser when pausing makes it ~40-45 frames (0.66 - 0.75 seconds) longer.


This is true regardless of quickpauses/angle ^^

« Last Edit: February 01, 2013, 06:41:47 pm by Henrik Norgren »

Darth Vader

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Re: The Goldeneye Facts Topic
« Reply #91 on: February 01, 2013, 04:40:52 pm »
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Re: The Goldeneye Facts Topic
« Reply #92 on: February 01, 2013, 05:28:27 pm »

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Re: The Goldeneye Facts Topic
« Reply #93 on: February 01, 2013, 05:56:42 pm »
Really in-depth work Henrik! It was definitely a really good read!
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Re: The Goldeneye Facts Topic
« Reply #94 on: February 01, 2013, 06:10:56 pm »
I'm going to read more into this data later, but as for now, now that it's proven that a 0 degree plane pause doesn't lose time to a lookdown pause, it's time for me to go for B2 A 24 with 1.1 :kappa:
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Re: The Goldeneye Facts Topic
« Reply #95 on: February 01, 2013, 06:26:56 pm »
This is very awesome. Good work Henrik, the elite should be glad/proud to have you who share such great information.

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Re: The Goldeneye Facts Topic
« Reply #96 on: February 01, 2013, 06:44:18 pm »
Henrik, this might be a dumb question, but do you lose time on silo/bunker1, when you snap the camera multiple times. Lose time as in lag, slow you speed, anything.

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Re: The Goldeneye Facts Topic
« Reply #97 on: February 01, 2013, 06:56:53 pm »
I don't understand the Bond speed values. With quick math, the full acceleration will lose at least .61 seconds vs moving full speed during that same duration (at which point Bond will then accelerate to full speed). Shouldn't 2.x be saving that much at the start or is some of the acceleration already done right when you start the level? Does it affect acceleration time to cut the 2nd cinema early vs watching the entire 2nd cinema?

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Re: The Goldeneye Facts Topic
« Reply #98 on: February 02, 2013, 06:03:17 am »
Hmm, to be honest i don't understand the speed values very well either. Your math makes sense so we're probably just overlooking something. One problem here is that the speed values aren't Bond's actual speed values, they are more like some goal speed. I'll probably try and search for the actual values and see if those make more sense.

I tested the 2.x vs 1.x again and time saved is indeed ~22 frames (0.36 seconds). When you close 2nd cinema doesn't matter, only that you watch a little bit of the first (usually up to the first text appearing).

Quote
Henrik, this might be a dumb question, but do you lose time on silo/bunker1, when you snap the camera multiple times. Lose time as in lag, slow you speed, anything.

I really doubt snapping the camera would loose anything at all but i'll test it later to make sure.

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Re: The Goldeneye Facts Topic
« Reply #99 on: February 02, 2013, 06:18:22 am »
Ive done a silo 105 or 106 where i snapped the camera like 50 times during the entire ending and that run was already garbage so yea , i doubt it loses anything :p

and were talking such a tiny value of time anyway that I dont see why thats even important.
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