So i guess it's just entering the wall at such a low angle/speed that it doesnt trigger the collision to push you out? I wonder what kind of implications this has on... well everything i guess lol
Pretty much! It seems the low speed is the key from my testing, the low angle is just the easiest way to achieve that. Right now it seems even though it works on most walls, the trick takes just too damn long to setup to be useful in speedruns haha. But we might find places where it can be performed faster. And of course could be useful for non-speedrun stuff!
@@rayder3543 Yes no maybe. Uh it's complicated, super complicated. Technically there are a couple of features you can use rn in coop. You need to make sure you disable the option to auto pause the game when the gui is open cause that causes desync. From there the "working" coop features are: * inject checkpoint. Both of you have to inject the same checkpoint file before the host uses the in game revert. * display 2d info / waypoint gui * free camera * theres a feature to force a future checkpoint on a specific tick: this is specifically for coop, both players have to set it to the same tick to avoid desync * Medusa will work if you both turn it on/off at roughly the same time
Yeah, the longer it is the easier/quicker it is (for method one), it should work on any flat wall. Method two seems to require a 90 degree corner and doesn't seem to work all the time even then.
tf you just discover walk through walls?
How will this effect the rat population of Installation 04?
The most important question of all
This seems big
This game was a lot less airtight than I thought it was
How did this take 22 years to discover lmao.
This is the kind of shit speedrunners find two weeks after release 😂
I reckon people probably did but could never replicate/never record it etc. Full credit though
question is does it only work there
Probably works on any 90° angled wall.
Ive jeard of 3 point turns but this is ridiculous
Very interesting thank you Burnt
Good job man
Wow this is insane! Is it on a specific version of the game? (Does that matter?)
I believe it works on all versions!
So i guess it's just entering the wall at such a low angle/speed that it doesnt trigger the collision to push you out? I wonder what kind of implications this has on... well everything i guess lol
Pretty much! It seems the low speed is the key from my testing, the low angle is just the easiest way to achieve that. Right now it seems even though it works on most walls, the trick takes just too damn long to setup to be useful in speedruns haha. But we might find places where it can be performed faster. And of course could be useful for non-speedrun stuff!
Does your Checkpoint Manager Tool work in coop?
@@rayder3543 Yes no maybe. Uh it's complicated, super complicated. Technically there are a couple of features you can use rn in coop.
You need to make sure you disable the option to auto pause the game when the gui is open cause that causes desync.
From there the "working" coop features are:
* inject checkpoint. Both of you have to inject the same checkpoint file before the host uses the in game revert.
* display 2d info / waypoint gui
* free camera
* theres a feature to force a future checkpoint on a specific tick: this is specifically for coop, both players have to set it to the same tick to avoid desync
* Medusa will work if you both turn it on/off at roughly the same time
@@Burnt-o Thank you
How did you do this I did the exact same thing and nothing happened 😂😂
Can this be done on any flat wall?
Yeah, the longer it is the easier/quicker it is (for method one), it should work on any flat wall. Method two seems to require a 90 degree corner and doesn't seem to work all the time even then.