#wiki-chat
1 messages · Page 7 of 1
OH riight the t scan in b4
just use cconsole
and use „worldeventgizmo“
or smth like that
it will show all this
why would u say thiis to me
Tutorial has it too
When slendo gets a pc he will become the best GTFO player
big if true
u can even skip the eventgizmo in tutorial
which?
last one that triggers the ending alarm
after u finish the alarm, open the door but instead of running
by jumping on a few boxes slightly on the right side
u can jump over the trigger and end tutorial with no enemies on u
I will have to run around with cconsole and check the eventgizmo
that is really funny
yup just found the skip
just jump on top of the Nyxos tanks
jump over the eventgizmo
that's amazing
I think we were looking for out of bounds or something and tgb found that
that's such a simple skip to do too, hilarious
I can replicate it with relative ease
it sure doesn't look like you are supposed to be able to jump over that eventgizmo trigger but you can
R6D4's wiki page is wrong aswell, doesn't mention anything about the second checking before picking up last data cube
wdym
oh checkpoint
yeah sorry, it doesn't mention the checkpoint on the door to enter zone 411
[[R6D4]]
Somehow I thought this page was way more updated than it was
bots page:
- they CAN pick up GREEN glowsticks in r7, but not yellow glowsticks everywhere else
- they also won't pick up LRFs
I’ve had it before in R8A1 where they picked up glowsticks too
with the little bit of experimentation i've done tonight i really don't think i believe you lmfao
maybe something was up that made them do it but
a vanilla bot walked by this locker that had yellow glowsticks (in r8a1) like 50 times and didn't do anything
and i swap a lock melter into it and it instantly picks it up
you mentioned running zombified initiative which could make them pick them up anyway
Yea but darksaid did say that they can pick it up
But yea I might’ve been running it at the time
they can definitely pick up green glowsticks in vanilla
but they don't seem to be able to pick up yellow ones
which since they're the majority would make sense why it was put on the wiki page as shown above
so technically darksaid isn't wrong
people have seen them pick up glowsticks, and told them to throw them
but for some reason they don't pick up yellows
Oh yea mb think it might’ve been a green one, thought there was only one colour
Have you tested it with Red and orange ones aswell?
Ik they are No longer accessable and irrelevant, but am curious If there is a difference in the Logic Here aswell
i had them pick gloowis n r1c2 once
bots just grabbin glowies is suuupe rare
is this % chance to pick it up?
Yes
it's super rare cause they won't pick up yellows in vanilla lol
trust
go into vanilla rn with cconsole, try find a box with yellow glow sticks, walk past it a bunch with a bot
they won't pick it up
do the same with a box with LRFs
they won't pick it up
do it with a box of lock melters
they'll grab it as soon as they get close enough
do the same with a box with green glowsticks in r7
will do the same as lock melters
it's not hard to get the bots to pick up an item when they're not carrying on, they just need to get close enough to its box
they will not pick up yellow glowsticks in vanilla
@stark crag wiki page is way to fucking nice for R5B2
you should say like
how much of a torture mission it is
Are you doing it right now
🥀
just get the 18 second time guys
stfu frosty
I think the wiki should try to be mostly opinion free
Imagine a new player wants to look up some details on a mission and they find 3 paragraphs of someone complaining about it
nah i was like half trolling
Expedition Advisories are only for exceptionally notable levels like R2E1 to tell players to skip to R3
And then I have another for R3D1 which I can probably move to Trivia that the level is super widely regarded as one of the game's best levels as it isn't too long and tests a team in multiple ways
@verbal knot are you editing bug wiki page at the moment?
No not yet
Until random confirms it works 100% I won't be adding the AMD fix in
i mean it works for me
Well, you guys seems to still be hashing things out over in modded so I'm waiting to see if it's good yet
well random doesn’t have an affected card so
nah like its finalized
alrighty
added in
What I want you to do is keep messing around with settings to get it as close to vanilla appearance as possible
you kinda cant ngl, it gets thicker at the end
in terms of thickness kinda not possible due to the drawing method I'm using
I can get it to be identical if I wanted to put more time into it, but for now its good enough.
its "pracitcally" identical to vanilla
i paiid for it and i can do adjustments
Yeah for the moment I’m just glad there’s something, I don’t have an affected card. A bit later I’d like to see if that we could get it as close as possible to vanilla
i guess i could get it kinda average but yanno id need to check with another pc how thick it is
it’s functional for the time being
i wonder what happens if you run it with a non affected card
you definitely can if you just create an actual mesh then spline it and stick a shader that always renders on top - this is just using debug lines to draw on top of everything lmfao so its all screenspace (hence thickness not scaling with depth/fov properly)
double lines I imagine?
I believe random's method would be to just make new trace lines rather than replace the old ones
i wonder if this could be used to like get it close ish
colour new lines blue as an example
and trail and error it till its like close ish
I can get a look at it later and see
pretty much - its often easier to create from scratch rather than to modify, debug and fix existing code 😉
especially since I do not have an affected card making debugging the existing code near impossible
thank you random
lowkey yea life saver
someone was bound to do it eventually, whether it was me or @jolly yarrow or someone else
just a matter of time 😛
can we have a fact check for internal vector update for back multiplier?
yesterday we were talking about solo stealth giant and the wiki said that the vector only updates after the animation finishes, but at least according to tru and sky they update mid-animation
this is significant because it makes the recommended strategy for solo stealthing giant as client and host different
does that page also mention the back multiplier alignment is in several instances misaligned, namely with Hybrids
it does mention that
OK good because that is one of the pages I most certainly have not touched
the animation doesnt updaye the x2 weakspot until it finishes
whoever, knife has its own back multi
that one does update in 'real time' i believe
which is why its so inconsistwnt and if thr gisnt twirls ur about fucked
waiting for anim to finish is risky for client cause of ping
clearly the solution is to use EnemyAnimationFix

but yes having this documented would be preferable
me when
i don tthink so?
maybe
A cellular device surely
maybe i'm a brick but u get it
and another example but here first charge is kinda lashed
@stark crag couldn’t one just check with cconsole?
or any other dmg check mod yes
even better if it shows enemy hitbox/turnbox
Whats the context?
back multi for giants updates mid animation
instead of end animation
Huh? In your cases you Update the hitbox by baiting the melee animation
Its Not one continuous Animation, but two seperate ones, and between them its updated
no i mean while spin is going back multi is updated
cuz otherwise i would've broke limb
like I hit before spin ends so during the first animation
but like limb doesn't break so it updates mid thing
Mmm i See what you mean now
ye
here i think i got about the same timing you did, and i got the same full back bonus without moving my ass
i think you just got weird limb reg
in this one you defo did get the back bonus
how do u turn on hp in cconsole
markenemies
ty
ONE sec
okay i UNDERSTAND it now
the window timing is just tighter than on non spin animation
It would be easier to test with knife no?
knife fucks with other multis
Or bat
like u always get back damage as long as animation didn't finishj
at least in my experience
but your window barely allow you to break limb on spin
hammer is the most consistent. no whack ass extra damage calc with knife nor pepega bat hitbox
6 damage is 6 damage, if hitbox were to move it would be under 6
ig it's just placebo
where you roll spin and you undercharge / hit late
so you assume it's not there
just dont be a host 
ye on client it doesn't matter
idt hitbox updates like at all unless host looks at it
Ok wait so team does hitbox update on host or not?
Killing a giant with host cull is like scratching ur balls
Scratching ur balls feels good tho
no
after animation finishes
Ok
shadow scout wiki page
probably meant to say "Guns with a powerful flashlight, such as the Sniper or Hel Rifle, can also work to fix the visibility issue"
probs :3
Use the shadow page for ref
[[Shadow]]
no closing bracket 
guns with a powerful
0WXTO-1PDYV Incase someone still needs it. This is the code for R8A2 Secundary for the this week 😉
pretty much, it's based on date - I did get some of the date stuffs wrong I think so it's not always correct (hence the addition of the previous and next) lmao
I think andocas' is correct more often 
Hi Auri
there im sitting thinking yay i got the code THE NORMAL WAY and then there are theese nerd tools for it xDD
:3
I mean, getting it normally once is completely fair; after that it just kinda becomes a chore 
Getting the code the normal way is suuper tedious every week you want it
It’s ok you made the archive which makes up for it
Moth makes bad packets
the friends one? no
😔😔😔
(remind me another time, I keep forgetting :p)
:3
kinda sad that the devs still didnt manage to figure out the checksum problem on some of the missions.
and probably wont fix it anymore ^^
Wasn’t that for old amd cpus?
how comes tho that some mission do have this issue tho and others dont
There is that mod that allows amd users to ignore checksum
considering it's a specific hardware issue, doubt there's much that actually can be done 
yes i figured that out already ^^
It's hardware dependant afaik
Yea that’s what I meant
slow ass bot
:3
[[R1A1]]
[[R2B4]]
is based
just ping @real rose every week 
just realised that the wiki doesnt mention that you can also get the code in E2
[[R8A2]]
where
The wiki🎣
kraken fight
in going back over here I now understand why Snatchers dont work here
the navmesh about halfway into Alpha One is spamming the console with errors
So where am I looking in here
let me just uh put on borkencellgeofix real quick
yep it fixes the navmesh in Alpha One
So it looks like the MAIN_WASTE_FLUSH command gives you the first half of the password when executed
man, borkencellgeofix is a genuinely huge performance increase on R8E2
guh what does this fix?
broken cells 
yea but how would that be performance increase?
by there not being a fuck n of error messages
fair enough
hmm me when i install friendly fire mod and it spams host with error messages
R8E2 has over 11600 borken cells
it is the highest I have ever seen
Listen here, buddy
. GTFO is the pinnacle of flawless game design🫃 . ZERO bugs🐛 . Not a single one🚫. Every enemy spawn? Perfectly timed
. Every door🚪 ? Opens like it was handcrafted by Swedish🇸🇪 door artisans. You think you saw a glitch? WRONG
. That was an immersive emergent gameplay feature
. Enemy floating through the air✝️ ? That’s called aerial intimidation tactics
. Got stuck in geometry? Congratulations👏 , you just found a tactical cover position
. This isn’t a game — it’s a work of art🖌️ , polished so smooth it could be used as a mirror🪞 . 10/10
, no bugs🚫 🐛 , only features🦐 , stay mad, dont @ me
.
running BCGF prevents the console from screaming in the background, and my frame rate definitely sees a significant improvement as a result
:3
you can test this with cconsole, you cannot teleport to the latter half of Alpha One anywhere, because the navmesh is invalid
but with BCGF, you can do so as you should, since it is within bounds and a normally playable surface
too bad i cant run use it in speedruns
yeah, that is unfortunate but it's nice that we have this fix available
everyone in the lobby must be running BCGF (with LGTuner just to be safe, MTFO can remain off) since it's cleaning up all of those borken cells or you get checksum kicked
Truly worthy being Dokumented on the Wiki page
need to make a wiki page for the wheel with a screenshot of every possible combination
Honestly? I would love to see that
Not every combination but at least a list of every challenge
@dark citrus which Kraken has the tongue attack if you fly up to it in cconsole?
but i think its some datamined stuff that is not in the game
smash
from the datablocks, there are four krakens. but in game only 3/4 are used
what dooes the 4th do
i haven’t looked at it
:[
it annoys me how densely complex (and jank) that enemy is
He can lick?
<@&408548765599793173> here too,
For each expedition page, I'm trying out having a single Media section with
- Map
- Video Guide
as tabs, rather than having separate sections for each. I'm also doing something similar with aNotessection that will contain the - Strategy
- Bugs
- Trivia
tabs (if that information exists).
I've only added it to R2E1, you can compare it to R2D1 (I haven't changed it yet) to see if the change looks good or not. I think applying this change makes the page a lot less clunkier, if it looks good I could start applying it to the other expedition pages as well. Let me know what you guys think.
i fw it lowkey, @stark crag should check it out too though
i like the media part
If yall have any other suggestions lmk as well, I've just been trying to figure out if theres a way we can get each expedition page's layout to be a little more consistent haha
Since some pages the Map Section is before the Resources Section , sometimes vice versa, etc., as well as the Trivia/Bugs/Strategy/Advisory sections being in random spots, etc.
i do really like the layout changes; one thing we could make more consistent is the method of writing used throughout the pages
r2e1 is very formal throughout which i like and i think suits the wiki as a whole
whereas the r2d1 (the strategy section in particular) comes off as more unprofessional?
i’d be more than willing to rewrite or rephrase full wiki pages so their use of language is consistent if people want to like, flag pages which have a lot of informalities
(this is not like directed towards you in any way btw its just something that i figured i should bring up at some point)
In about 1.5 weeks i can help out with some of the pages
R2D1's strategy page
All tools could have an use 🥀
Ya I def agree there's a lot of stylistic/tone inconsistencies across different pages, though I typically don't edit/write parts of the wiki that isn't just direct info, besides trying to move it around and organize it and stuff. I do think sometimes there's information that would be more "opinionated" than I would like lol
plug all cells immediately but uh, this NATURALLY doesnt apply to the last cell
The wiki should not really be opinionated and should more be based on objective truth and such
some gennys are only a team scan
exactly
there’s not a way to tell what will happen when you plug a cell
dude the guy who wrote the strategy section loves the word “naturally”
id be so down to revamp pages
I def think the weapons description could use some revamp too for the descriptions

hel revo 🥀
[[Hel Revolver]]
WHAT IS THIS INFOMERCIAL
Who tf wrote this
penning your teammates into an enemy isnt a waste of ammo 🔥
i love that paragraph tbh
Boutta look at the history
I have no idea who this is
We aint rping in here lil bro
imagine penning your teammate and a big shooter 🤤
wasn’t there one that talked about the fourth shell being stored in dimension or smth
lmaoo
would you believe who made this edit
who
also i found the edit i was thinking of
is it like slendi or smth
or tru?
whomst
Their name is HotMess
oh yep
idk who that is
mfw i store all my ammo in a pocket dimension
HotMess again
why not just send all the sleepers there too 
i store my ammo up my ass
thats actually the lore reason why the prisoners dont start out with max ammo
the game is so unrealistic!!!! i should be able to chuck the matter wave projector at pablo and send him to nirvana!!!!!!
because the extra space is just up there
and the warden is too much of a bitch to put a few spare mags in there
cfoam...
is it perchance me that wrote that lmao (my point is if you have extra tool in the mine deployer for some reason this is probably the last time you can kind of use them)
if im indirectly suggesting to shove tool in the mine deployer that is probably not what i meant
unless im completly mistaken and that's not R2D1
[[R2D1]]
okay @quartz rune or whoever else would like to edit, here's a list of the expeditions that have a strategy section, and I would say most if not all of them probably could use an edit.
While I think having a strategy section, especially on more challenging expeditions, is very helpful, there's a lot of non essential stuff that probably shouldn't be included. Having only a few highly impactful tips/strategies in that section is probably the best; more vague/broader tips that are applicable in other similar situations, as well as smaller tips, probably should not be included (e.g. "all tools have a use", referring to how to use a terminal, how to stealth, etc.).
We probably don't want a wall of text in that section, maybe smaller tips could be included in the objective section? Up to yall however you guys would see fit, I'm not experienced enough to actually know what's actually really useful and what's not.
Any expedition not listed here don't have a strategy section; if you got some very useful tips/clear strategies for the expeditions that don't have it, feel free to add it as well.
”For the first alarm leading to Zone 606, one can simply put the sentries over the cliff near the door, as they have flexible vertical range.
For the next alarm leading to Zone 609, the same strategy can be applied.”
R2D1 seems a bit off the marks ngl, sentries don’t have that great vert range and its better to place at bottom of stairs
Point 5 also seems like it needs some rewriting
Well I thought I wrote that strategy section but that doesn’t feel like something I would’ve written
🤷♂️
I point the blame at @pale dock
That’s what I wudda did
I may or may not have a thing written up on my laptop from 6 months ago for r6cx….
@stark crag could prolly do R6D3
That already made unless it needs a revision
heard :3
Strategy sections have been entirely done by Slendi to my knowledge, I have had concerns about page length or the outright necessity at times because some missions very straightforward in the literal and figurative sense but ultimately have opted to not touch them at present
R7E1 comes to mind regarding page length
the verticality really is not the issue. Its just a bit far if you want them to carry you through the alarm
for a supporting cover it is more than enough tho
That’s sniper tho rite?
Nvm I’m pluh
i think yall should edit the wiki if u wanna edit a section i wrote
cuz most of what ive written has been MONTHS ago
and i dont remember anything anymore of whay ive done
if u dont like how long it id or how it is formatted or how it... exists which is fair
everyone can edit the wiki
so at any point, any of u can edit the strat section of a page if you dont find it correct
in short, im not doing wiki homework, i edit the wiki out of liking to do so
ya don’t really mean to blame or point fingers (sorry if it felt that way), i just think some feedback was brought up regarding those sections. i don’t wanna discourage anyone from editing, we’ve got few enough editors as it is 😭
I can edit in really poorly thought out strategies
Which will probably kill like 25% of runs
And make 50% of them significantly harder than they need to be
it would be so funny if in strategies sections would be just strats for speedrunning
Take Mines for R5D1 it’s such a good idea
[[R6C1]]
[[Tutorial]]
💔
[[training]]
its ok, i get that u want to be cleaner
what u should do is give us an example so we can decide how it would we better and how to do it too
(is strategy even necessary)
(Like we already tell people where to go)
to be honest i think strategy sections are a good thing to have
they dont add clutter so long as they're well organized and they can help less competent teams with making correct decisions
as long as the information provided is concise and specific to the level (not just general information) i think the strategy section is a good idea
it goes on the very bottom of the pages because anywhere else it looks really redundant
bc of yaknow the whole main part of the page just stating the structure of the level
structure and strat can be quite diff, no one tells u that for a cerrtain r8 level 2 foams is the play
what is the point of the strategy section if at the end there is a scalergoober video slapped in lmao
Afaik scaler gives good strategy info right
Like it's not like it's incredibly terrible
It's fine for most of them
idk, i feel like summarized information can be nice to have presented right next to it
why not both is all im wondering
esp with the consolidated tabs that you can flip through now
i think having a strategy section in text is pretty nice, i'm not sure how many people are actually watching the full video, and idealy the strategy section should contain the most important tips rather than a full "walkthrough" like what scaler does
some guides r a lil outdated
and some others could dwelve into more details
oor add stuff
honestly, the strategy section should be just their own page. 80% is all the same prep work#
only outlyers should be on the actual level page
82/3 strat pages doesnt sound ideal
no, one single page for all missions
on how to foam dors with mine etc
well that exists within the tools or guns pages but the strat parts of a lvl dont tell u that
theygo on about how to go for an alarm or what tools to bring to a lvl usually
or wheere to hold if need be
i think having a general strategy page could be pretty useful, closest thing we have to that is the how to play page but that's a little bit too intro level
you know something we don't have is stamina resetting on stamina page
that is quite strategy oriented
ooh yes
would help keep the clutter out of the individual strategy sections
now im thinking about it, perhaps we only have a strategy section for more difficult expeditions, or expeditions that play very differently than the typical levels
i think simple levels like r1a1 probably dont need one
most a/b tiers probably dont necessitate a strategy section yeah
one thing i will say is the majority of the information on r1a1 could be ported to the general strategy page
and then just have a link to the general strategy page at the bottom
ya that could be good
bc most new players are pretty clueless to the mechanics of the game
i think it would be nice for newbies to be able to go straight to the part they're having trouble with by scanning the text for the zone number they're struggling with instead of skipping through a 15+min video until they find the spot they are struggling with, though obviously the video can do a better job at explaining since it has visuals with the map
@quiet shuttle
Ahhhh
Hi @calm star, please don't move the Trivia and Known Bugs section on Wiki pages all the way down to the bottom and hide them behind tabs with the strategy section. I very purposefully put them next to the Objectives section especially in cases where missions are very prone to bugs and the proper links to fixes and extra details are provided. I am going through now and moving them back because visibility on these is important, especially on R5D2 as one major example
This is admittedly something that we used to do on Fandom but people never scrolled all the way down unless they were to comment, so I elected to change this for wiki.gg for higher chance people saw it and can run the fixes to have a much more stable gameplay experience which is all the more commonplace now in LFGs (and also because there is no comment section now)
(As an example of that, R7C2 Fandom Known Bugs section)
If you are to move sections though, I would also request you clean it up in source which I am doing now for the ones that were definitely justified (like the R3D1 move)
I also still need to make a lot of edits to the R7C2 page because it's from a raw draft of mine from fandom and it needs significant updates to modern wiki syntax
so I would request nobody else edit that page until further notice when I push a big update to it (just let me know if you are)
My current wiki backlog has about... like 30 bugs or so right now that I haven't added and need to understand more about before I feel confident enough to actually have an entry about it with the levels relevant to it if applicable and that is where I am having the modded community help me understand the under the hood part so I can explain that to regular players
two examples of this are the elevator drop torso flashlight and reload cancel flashlight misalignment and shrink bugs. These two apply to every level so they can go on bug wiki page
I do really appreciate the work on expedition enemy tables though, I knew that needed to get done
Did you revert all of it cause I didn't see it on the history for wiki.gg
it's in progress
I just did R7C3, R3D1 (cleanup in source), and R7B1 so far
if the game wasn't so riddled with stuff that ends up being in our technical support forum I'd feel different about it, because standard wiki convention DOES have Trivia dead last alongside page categories beyond that and comment section
but the way this game is, people are gonna want to know about those and if it is something new, to know to come visit tech support forum
ooh okay, i thought it would look cleaner at the bottom
no yeah I totally get why you'd think that
I've worked on wikis where that is the case
Here the wiki is mostly cared for and curated by a handful of very dedicated and passionate people, they put some insane work on it...
Mostly these days its Void
also you mean the source text itself right?
yeah there was a lot of empty space in source from when you moved stuff on R3D1 so if the page needs to be edited later I just cleaned that up real quick is all
I do agree with that change to have it be trivia
(I don't usually source edit either unless hyperlinks or templates break)
meanwhile Slendi always source edits like a maniac
ya i definitely should keep the spacing consistent haha, i usually don't think about how many spaces and i just add a few
You need me to help out with that sort of thing or are you good editing those things on your own void
i can help revert in a bit
Just did R7C2 reversion (and adding more hyperlinks to chip away at the edits that page needs)
I am on R5A1 right now reverting that one because it's kind of become the template page for the expeditions as a whole
I pointed @quartz rune to that page for modernizing wiki syntax and the level of detail to be precise, and avoid being verbose while still highlighting important details
r5a1 didn't have any bugs right? or wait you want the trivia section up top as well?
I am not fully reverting for the record-- the enemy table updates are good as well as a couple tidbits that were moved to Trivia that indeed have a home there
same place because some trivia are the bugs on some levels (in particular R7E1) so I'd like to keep them next to each other or even combined if they are that closely related
The trivia + bug on R7E1 btw is the curious case of the PMom just past the Room Scan to Alpha Two (some players may never see her even though she is always there on elevator drop and they may wonder why they got the pmom achievement for free)
Yeah it's better for you to do it at your pace then
Gl
R5A1 has been partially reverted. I'd like the current state of that page to be the standard framework we base expedition pages on
The media section tabber is a great idea, I'm not opposed to that
[[R5A1]]
sounds good, i can help as well to revert the pages
mainly i was trying to get the pages layout consistent initially, sometimes the map was in different sections, as well as the trivia/bugs so i unified it at the bottom
Current targets to check:
R2E1
R7E1
R5E1
R5D2
R5D1
R5C2
R5B3
R8D1
R8E2
R8C2
R8B4
R8B3
R8B2
R8A2
R8E1
R8C1
R8B1
R8A1
R7D2
R7D1 (this is another big one, since it's unfortunately prone to a lot)
R7C1
R7B3
R7B2
R7B1
R7A1
R6D4
R6D3
R6D2
R6D1
R6CX
R6C3
R6C2
R6C1
R6BX
R6B2
R6B1
R6AX
R6A1```
You are totally right with this and it's not a wrong mindset at all, like a good portion of what you did is fine
The main part is the trivia and bugs since that's definitely something people link the wiki for and want to see if they encounter an oddity and we are one step ahead and already have it documented
enemy tables are all done from what I can tell
I am going to single out a select handful since I know what extra documentation they have already elevates their level of importance to focus on first: R7E1, R7D1, R6CX, R6D4, R8B4, R8D1
okay, for pages that have both a bugs and trivia section, you would prefer it to be two individual sections, on top of each other? so itll be Objectives, then Bugs, then Trivia, and then Resources? Or would it be okay to combine bugs and trivia into one "section" with tabbers?
If a page has a Trivia and a Bugs section that can't reasonably be combined, Trivia goes first, then Bugs
Order should be Objectives, Trivia, Bugs
Trivia is going to be more expanded on especially for R8 levels (R8B4 is the first like this) so it'll inevitably be bigger than the Bugs section on those so that's why that order
R2E1 which I see you just edited is another example of this, I went through and combed OG R2E1 footage and got several accounts on how the level worked because it's an infamous level in the community and both OG and ALT R2E1 function significantly different than each other in a multitude of ways despite having the same mission flow
When we migrated from Fandom, I didn't want to be just "Fandom but with typos fixed and more information", I wanted a strategic focus that shows how dedicated the playerbase at the core really is to have a stable vanilla experience with integrity, along with easily accessible resources to mitigate bugs and concise level information as a comprehensive archive to ensure GTFO is a well documented title that welcomes anyone willing to try out the game.
That is what I believe our core mission statement is in our modern format
ya thats fair, im a relatively newer player so theres a lot of history and details i guess i'm not exactly too familiar with so i didn't realize the importance of some of the stuff
There is a surprisingly rich history to the game for how things have changed in early access in the OG Rundowns vs ALT Rundowns, and I don't want that information to be fleeting-- I want it archived and preserved
okay everything in this list should be in the correct format now
also i was thinking, on expeditions that have multiple sectors, what if we separated them into individual tabs? i feel like sometimes the objective section feels like a wall of text
r4e1 for example lol
I've thought about that, but ultimately decided against that for the time being due to levels like R7C2 where you go back and forth between sectors in a typical clear
ya that would be the main downside
I tell you one place we could likely do it: R8C2 Step 4
That page has been a nightmare for me to document and even for my standards that page is a giant wall of text
ur talking about this step?
yep I think that whole step could just be a tabber for each cell
hmm ya i understand trying to separate it but im not sure if a tabber would make the most sense here
It has a ridiculous amount of documentation because those zones have absurd enemy density and higher than average blood doors PLUS a unique condition for each cell
maybe something like a table similar to the reactor startup?
the original state of the page did not list the blood door contents at all and was missing details for the 3rd cell
That could work, were you thinking of a center or left align
Another nightmare page for me has been R7C3 due to Overload
actually im not sure, since theres still extra details that wouldnt really fit in a table
It would definitely still be a chock full datafield regardless of what's done
the R8C2 page is also partly why the current wiki syntax breaks things up visually via hyperlinks occasionally as well as bolded words for Zones and italics for bullet points
it was so much less legible before doing that
(This is a self reminder that the R8D2 page and R8E2 page need a similar amount of documentation correction)
@stark crag ur hallowed whatever yeah?
yeah
🤝
What if I Touch up 1 expedition page, which should it be
R8D2 starting with Step 3 of the Objectives section
It will eventually also get a Trivia and a Bugs section as well but the Objectives section needs a lot of extra details especially in Step 4
For example when I most recently played the level one of the terminals was in the Supply Deport, which would mean that zone isn't actually optional even though the wiki page currently lists it as such
I haven't gotten around to testing the level both when you do and don't lower security and do and don't do secondary and what that means for the Supply Depot being accessible
its optional to activate it and i believe each terminal does one different thing, some prevent a tank or waves
in newer teams specially the time just eats them up
true, though the wiki should point out that a terminal for that step is in supply depot
I do like that mission a lot because it has distinct names for each location in addition to zone numbers
It feels much more purposeful about why prisoners are there or would want to go in a specific area with additional clarity
those are so nice but it's sad that it's barely used anywhere in vanilla, even adding "reactor hall" to the name of a reactor zone would be so much better but alas
the punishments for not closing the floodgates should probably also be written down somewhere right
thinking about making a table because it would take up way too much space otherwise with the weird conditions it has
totally agreed
just to be sure im not remembering right, if a link to a specific page (enemy for example) has already been put in the text before, it shouldn't appear again
This is the direction that I think it should take. There's a lot of conditions going on if you do or don't lower security, do or don't do Secondary, what happens if you do Secondary's final section in certain ways, and then the time limits for the terminals in Main and the punishments (as well as the timers which aren't shown in-game)
There is also a HUD bug with the Hearsay Terminal used to communicate with the OG Team if you interact with it too fast before previous dialogue finishes, and this is relevant because it has the same mark on the HUD as the Terminals you need to go for afterwards so that can mess with a team if not careful
you might actually be able to stay in the zone you started the hearsay sequence forever without those floodgates giving the punishment if my sheets are not lying
It should if it's in another paragraph or step
just not too often used
sounds like an oversight, if it's true
time to delete half the links in the page then
i could send you the spreadsheet for like every level since you should probably have it too
I only see 3 links that might need to be deleted at present and those are in Step 1
i do recall me noticing some information on it was wrong but not a lot (for the spreadsheet)
most of the page appears to have been written through hearsay (the literal sense of the word, not the in-game terminal)
there was a lot more missing in the first couple steps to the point where I don't think the original drafts of the level were written by people who played the level, and instead added details via other people's accounts
and that's fine you know, these levels are some of the hardest in the game and unless you are directly carried there you have to get through a whole lot to access D2
Especially when we consider early R8 had un-nerfed R8B4 Error
what was the norm for rewritting stuff like this again?
[[[Checkpoint|CHECKPOINT]]]
should be all caps on the alias
it's important to highlight the checkpoint when viewing at a glance
same thing for Blood Doors
(both being special types of doors)
(specifically the [ part)
[ is just [
it should be [[Checkpoint|CHECKPOINT]] and not triple brackets
probably something happened in source when saving, but yes that needs fixing
I'm very thankful I haven't had images break when source editing
triple allows it to look like [CHECKPOINT] in text but it also breaks the link logic so the [ was used but i recall something about replacing it
Are you referring to the part in Step 6 on the page as it is now?
yes but im generally refering to legibility on the source code side
i should just go check on the r1a1 page or something
yeah check R1A1
lmao it didn't even need to split the uncapitalized and capitalized version either
well i finished the general cleanup for r8d2 but i couldn't figure out how i wanted to do the table for the floodgates so ima do that tomorrow
Solid addition to the page, looks a lot better-- sounds good
it doesn't seem possible to add a table in the middle of the objective section without breaking the step numbers so it's probably gonna have to be at the end of the main objective section (before
maybe?)
Ehh that might look a bit weird being so detached from the step it’s meant for
Unless I'm blind it looks like the wiki is missing entries for the secret host-only terminal commands and nightmare baby striker
yes cuz, tbh commands- i dont knoe where they would fit
and thr nbabystriker is just a onetime resking of a baby that appears on the very end of a lvl
at least the nbig appears on an inportant alarm and u cannot miss it
nbabies u absolutely can miss them ive seen lot of people do so
Maybe under the ”terminal commands”?
but that sections moreso a tutorial one
idk if putting actively griefer commands would... work
Fair
thats the issue with those explaining them is a bit of a danger
Yep
hmm fair, though in my opinion completeness is more important
Nightmare Baby Strikers have a mention on R8A2 page currently
I have asked about a page for them before
Probably Terminal page under a new Easter Egg section
The consensus at the time was not to
@stark crag any suggestions on making this look better?
I would clarify the order based on how close they are (like one of them is probably 20-30 meters from the initial HearSay Terminal) in the previous bullet point just so people reading it can make better sense of it
i could specify the area they're in in the first bullet point (zone 37A/38E/39A)
there is only a single terminal in each of those zones though so it feels a bit redundant
Yeah that’d be good especially if listed in the order of how close the are (thus the likely order)
I do that on R5A1 because those zones are similarly huge with some of the terminals kind of out of sight
And this part is also Floodways, admittedly these are marked
added a bit of text to be clearer
oh damnit i just noticed the step numbers broke again even if it was working initially
ok there exists a way to do it without breaking step numbers, it shall be posted soon after i get home
i think i unintentionally helped the spiff crew get info on r8d2 because of that lmao
Whom
I should work on the R8E2 page when I can, that also needs substantial updates and will have a Trivia and Bugs section (done, has much cleanup and extra details now).
colton or noah specifically i think
oh wait is it standard practice to have the map and video guide in a table under media now
yeah
i just noticed this on the r5e1 info spreadsheet, does this actually appear? it feels like it could be insanely useful for people struggling with the last error alarm stretch and could even be used to cheese the last surge alarm, only condition would be to deal with the double mom room and maybe the tank right after
Confirmed
I think ima work on that page next (and try to do my best at a strategy section) since it probably still has a lot of other information missing
that error isn't especially hard but it makes doing the setup for the surge hard without having doors getting banged on before you start it
Well you’d do moms and tank with an error behind you
It’s like cell skip
So like it wouldn’t be easier most likely
It doesn't-- I've already overhauled it
that is the price to pay to make the last surge easier to do (or to just invalidate it completly)
I just had no idea about this deactivate alarms
I don’t think it’s actually easier or easy enough to recommend as a strat
This deactivate alarms is actually pretty inconvenient lol
in normal route you already backtracked to start once for disinf and deactivate alarms in Z530
why on earth would I do it again for Z528 when i'm at the end of the level
funky
R5E1 page is in a very good state right now
it even mentions Cell Skip
can add this silly little deactivate alarms tidbit though
i genuinely did not know about this either
In trivia I’d say
yeah I'd say it's more of trivia because in all actuality you aren't running all the way back a SECOND time with an alarm positively full of large enemies
even if it would technically shut off the final surge
imo that last surge felt like the hardest portion of the mission right after the first error alarm in its entirety, killing the mom room doesn't feel like it would be that bad especially if you stealth a good portion of the sleeping babies and giants beforehand and have a scatter to instakill a mom
funny little minor error i noticed - OG R6 page has R6BX, then CX, it has 2 Flux’s
know it’s not top priority but thought i’d mention it
i have litteraly no idea where to see the og pages lol
it's OK the OG pages aren't real
(they are I just try to not think about them)
it's lower on the priority list
you can just leave the error alarm running actually, so that the surge can't even spawn much since you already have a bunch of Giants still (since they are slow)
time to long kite the giants
This seems like a job for spear
Dw i can probably get an image for it
but like the long run back to the first zone is basically a price to pay to not risk a wipe at the very end (also the giants the error spawns aren't that hard to deal with because it's so slow to spawn)
also looking at the r2e1 page, the 3rd surge seems to always spawn 3 rooms away according to these spawn chances
nevermind im dumb that's second surge
is there anywhere on the wiki that lists the full stealth mechanics?
This category covers the gameplay mechanics for GTFO.
Player mechanics:
Movement: Stamina and Dodge.
Health related: Infection.
Equipable buffs: Boosters.
AI teammates: Bots.
Player melee mechanics:
Melee and also Dealing Damage.
Additionally Back Multiplier, Precision Multiplier and Stagger Multiplier.
Weapon mechanics:
Weapons and also Deal...
if it did, it would be here
ima check that later, school wifi doesn't let me go on wiki.gg but it allows me to go on fandom 😭
nope i think its on the enemies page itself?
may need a new one
cuz i domt see it
the reason behind it is interesting but unfortunately sam-db isn't here in the flesh to recount
Is he the only one who knows about it?
no but he's the one who looked at it like 2 years ago and shared in twitch chat
(I still don't know if he memed too hard and got hammered out of existence or he did something much worse, but I assumed the latter for some reason)
Like eva's or frosty's?
nah he gravitates to more enticing streams like Beth's
rip sam d-b
the server feels too alive without him
[[Striker]]
:O
dodo doesnt know what a striker is
wwoah, theeres lieek a scary monster on that wiki pag
no whats an strikre
pag :3
got too spooked to spell right
[[Apparel]]
slendi i can't believe what you said about white people in occlusion smh
🤨
question mark
[[Bio Tracker]]
@real rose @pale dock Remote Door Break now has a fix, built into EnemyAnimationFix
:O
whats remoote door break
I pinged both of you awhile back about it
it is where you can get far enough away from a door you woke a room with and can run around to the other side of that same closed room via another door
magically the enemies will remotely break the other door
ohh the enemy being close while sleep so magnetized to door
updating wiki
well technically cracking a glowstick is what makes it light up
Prisoners have some smooth Fingerwork to crack glowsticks mid throw
the prisoners being good with their hands is canon gtfo lore
They prob used their grip to crack the glowsticks
[[R3A3]]
is this up to the norm?
the information feels basic compared to other reactor levels
There's 2 softlocks I have found on that level as well so yes it needs more info
what are they?
past zone with spitters, near the heavy machinery on either side of it next to the stairs
Found a minor inaccuracy on the wiki, let me know if I should reword it.
The R6C3 overload doesn't add a fixed wave after a delay, it adds 4 separate error alarms, 4 giants (6 minutes), 2 hybrids (6 minutes), 1 tank (8 minutes), 1 tank (8 minutes)
I've added a new column on the table to list the repeat frequency of the waves
what the fuck
isnt the hybrids part of main
i could swear ive seen gameplays main only and the waves seem the same
It might just add more hybrids
There is a chance I read the datablocks incorrectly, but I'm fairly confident I haven't
@fallen vessel I'll just tell ya here. At the end of R7C3 main on the wiki, it states that entering the extraction zone(not the scan) starts a tank alarm, however it seems to just be tied to the warden timer running out. With that event, I believe it starts 4 separate error alarms of small enemies, giants(3 or 2), 1 tank, and 1 snatcher every few minutes
It's largely irrelevent to normal gameplay as if you decide to PE the level, you'll most likely finish the level with the timer ending, but I planned on terminal uplink cancelling the error alarms, as I accidentally did that a long time ago during Bot Only clears. I imagine less experienced players could benefit from doing this strategy too.
I'm not sure what the exact events are though so someone who can look at that info could figure out the specifics
Alright, I can see 3 waves/error alarms after the timer runs out, 1 at the timer ending, another 50 seconds after, and another 150 seconds after
The first is regular strikers, shooters, and hybrids that will spawn approximately every 100 seconds
The second is the tank error that spawns every 8 minutes
The third is a very strange wave? It spawns like 2 giants or hybrids every 95 seconds or so
Fascinating info, I will most certainly be utilizing that. Though I feel like I saw snatchers being spawned too, perhaps that comes from somewhere else though or I somehow didn't deal with the 2 from the warden protocol? I might just be misremembering as well
Probably from an earlier wave, let me see if I can find that
After the timer begins, 14:10 later (5:50 left on the clock), it starts the snatcher waves. You get them approximately every 200 seconds, and it will spawn around 20 snatchers in total if you wait in the level long enough
I say around 20 because snatchers are weird (see old R7D1 overload bug)
Ohh, I didn't realize it was just the same source as the other snatchers. I will say that one seems to be cancelled out by the terminal uplink cancel too thankfully in my case. Thanks for figuring this out, I'm not sure what changes you'll want to make to the wiki since this is somewhat minor information compared to the rest of the level, but that's all I can think of currently for potential changes since you had asked
I'll update the sections of the wiki that mention the waves
Thanks again for pointing this out, always happy to correct inaccurate information on the wiki
the R7C3 page has been a mess so anything clarified about it is welcome
it has been my personal purgatory of correcting the extremely high amounts of missing info and misinfo
the level has a lot going on at once
especially in PE
that part is stuff I hadn't edited
it is mostly the things in Overload
Seems fitting for a level that has completely unique assets, all of which indicate that it needed just a bit more time being developed. I actually took notice that you had updated it since I last looked at the page a month ago, it's at least seemingly accurate, just simply missing a bit of info is all
And that missing info is something 80% of players won't encounter on typical runs I imagine
yep that Overload tile is really cool but unfinished lol
I found a couple of softlocks and tons of safespots due to almost no invisible walls being present in there
The page would be incredibly bloated above what it is now because there's over a dozen
so I just describe that they exist and just stay on the intended paths, so you don't throw the mission
Yeah that's valid. Is there any context as to why that was the only weird stage in R7 outside of E1? All the others seem pretty functional as far as I'm aware
how do you mean?
Like it seems like they were starting to experiment a lot with that stage, while most of the others in R7 were fairly normal "gtfo" stages. It feels more like something you would've seen in R8
Why would that be the only one that was relatively unfinished, and as a result, jankier than usual
Even the corrupted uplinks act somewhat unique since they don't spawn any enemies on their own. I'm sure there's no concrete answer to my questions but if there's any insight into that, I'm very curious to hear it
There's a bunch of it in R7D1 and R7E1 as well
I just havent gotten around to updating the R7D1 page even though it really needs it
Same for R6D3
Yknow I forgot about the whole "surprise" box thing from D1, and the snatcher alarm definitely adds to the jank. Still I feel like it's unique with C3, but that's my perspective at least
Fun fact it's not a snatcher alarm
It's a manual set of wave spawns that goes for like 2 hours
But yeah there's a bunch of aspects in r7 that make me feel like they needed another month or so to sort out all of the issues
it would work well if it just wasnt cuz of checkpoint
checkpoints making things more cursed? Say it ain't so
I learned the other day that restarting from checkpoints can regenerate weakdoors that were broken when the checkpoint was scanned
I also made a small edit to unify the error alarms syntax after your edit earlier on the R7C3 page so Overload looks cleaner in comparison
u just tap them once and they die domt they
like when u rejoin and thered a foamed door and u tap it and it breaks
[[R4D1]]
this one also quite basic
you know what I will let @quartz rune do this one
<@&408548765599793173>
@plucky vortex yes?
[[Striker]]
[[MOM]]
[[chicken]]
is R8E1 updated?
Should be relatively accurate
R1C1 - Should be Refinery
R1C2 - Should be Storage
R1D1 - Should be Refinery
R2A1 - Should be Digsite
R2B1 - Should be Storage
R2B2 - Should be Refinery
R2B3 - Should be Digsite
R2B4 - Should be Storage
R2C1 - Should be Storage
R2C2 - Should be Refinery
R2D1 - Should be Digsite
R2D2 - Should be Refinery
R2E1 - Should be Digsite
R3A1 - Should be Labs
R3A2 - Should be Digsite
R3A3 - Should be Refinery
R3B1 - Should be Digsite & Storage (First level using 2 tilesets?)
R3C1 - Should be Storage
R3D1 - Should be Labs
R4A1 - Should be Datacenter
R4A2 - Should be Storage & Digsite & Refinery (First level using all of Mining?)
R4A3 - Should be Refinery & Digsite
R4B1 - Should be Labs
R4B2 - Should be Digsite & Storage
R4B3 - Should be Datacenter & Labs (First level using all of Tech?)
R4C1 - Should be Datacenter & Labs (The latter only for the Tank)
R4C2 - Should be Refinery, Storage, Digsite
R4C3 - Should be Storage & Digsite
R4D1 - Should be Refinery
R4D2 - Listed as Tech which is accurate-- has Labs and Datacenter, how to list levels like this which possess all tilesets in a given category?
R4E1 - Should be Digsite & Refinery
These are the ones up through R4 so far that need to be corrected
The order in which I list environments here is the order in which they are encountered
most levels predominantly have it by sector, and before R4, by zone if there are multiple, usually just 1 zone though being different
The actual categories are Mining (Refinery, Storage, Digsite), Tech (Labs, Datacenter), Service (Floodways, Gardens), and then Desert (Destination)
i prefer keepin the ??? almost cuz is funnier ksks
but if not thats ok
See that's the thing
R7 and R8 levels are actually using correct names from what I saw so far
it's inconsistent

then you haved R4D2 which is very accurate as it is indeed using all of Tech
probs cuz r1-r6 were madebefore the names were stablished and stuff
but some were edited when
noticeed
Here's how I am feeling it should be done:
-Mining, Tech, and Service only get used if it's actually using all of the environments in that tileset category
-Otherwise list in predominant/initial encounter when dropping into the level and playing it out in the intended order
For example, R4E1 begins as Digsite, then changes to Refinery in Secondary, then back to Digsite, then Refinery again in the final area right before the Tank + PMom which goes back to Digsite
I'd list this as Digsite, Refinery
The reason I wish to do it this way is for example, R1A1 page right now is correctly listed as Storage
don't forget the generator zone!
why not just say the complex and list the subcomplexes?
r1a1) mining: storage
or something
Each subcomplex has their own page and the complexes have their own pages as well, so it means hyperlinking each and every one of them, I did think about this but it might look weird to split it this way
and currently testing with it, it looks like this on the wikitable:
Refinery, Digsite```
It makes it look like Mining is part of the subcomplexes
separate them then?
That's gonna extend the wikitable quite a bit if every one of them is a newline
Maybe like this
Subcomplex: Storage,
Refinery, Digsite```
eh it makes a third newline
I don't quite like that either
part of the issue is the extremely confined space of the wikitable
Genuinely I would just leave out the “complex” and only have subcomplex
The subcomplex implies the complex anyway
yeah I think for general purposes of wiki using complex even though that is the official internal name would get confusing
Part of the reason I'd like to do this mass edit to this many pages is to help with the reference material of each individual expedition either for modding purposes or helping people gain knowledge of the various tileset environments for stuff like bingo maybe
subcomplex list makes bingo easier too surely
r7b3 doesn't have the symbols for secondary/overload in it's description

ah old post
got bamboozled by the 50€ scam
Also the symbols should be in the ”optional here you can start the secondary objective” no?
playing GTFO is optional 
Yeah that's what I meant
@stark crag grrrr fix this grrrrr !!!!!!!!!
i definitely havent reviewed that page before
https://gtfo.wiki.gg/wiki/Enemies surprisingly nightmare enemies aren't on this
GTFO contains a number of varied and challenging enemies. These enemies are commonly found in a dormant state, thus earning their more common name of "Sleepers." Sleepers represent the primary hazard encountered by players of GTFO and their origin is explained throughout the game's lore.
Sleepers prefer the dark and are usually detectable by the...
wait im blind
im always blind 😭
NIGHTMARE BABIES AREN'T ON IT NOOO
A minor thing, in the new wiki, some CSS is missing. If anyone can add, it would help make some of the log pages easier to read: #wiki-chat message
Thanks for this. I didn't know if Admin Access was needed for these
Oh did it not get transferred over to the gg wiki?
Yeah looks like it. Foxtrot made some edits to the templates the other day and it seems to be alright for now, I'll let you know of anything else I find.
Slay
@stark crag note about new bug found in r8e2
when spawning kraken, if host is in [far away from kraken room but not close enough to reactor so that it spawns in reactor, area B immediately outside of bulkhead door is far enough away and what was tested], then kraken """spawns in""" in the room, but you will be softlocked (kds door won't unlock)
the kraken model isn't spawned in in the correct location, but the tumors will still appear like normal and be shootable (causing just floating tumors)
while all the kraken attacks break as well
tested with cconsole so mileage may vary but it was replicable with cconsole
Oh yea fuck. Ive not heard about that since early R8. Actually slipped my mind
(Soft lock grounds is the same as reactor kraken, similarly to dimension kraken)
can you elaborate?
the soft lock ground isn't the same no? because it's about host being close enough to kraken room/in the zone rather than outside far away?
if kraken doesnt spawn in kraken room, then you wont get the 2nd sec door to open
(aka if it spawns anywhere else)
eva are you sure you understand what i wrote
like the tumors correctly spawn in kraken room
and kraken is just NOWHERE
like in the case of kraken spawning incorrectly in say, reactor, the tumors are at least on him
Ah ok
Your bracket (and sentence in general) made it a bit confusing to read
fun fact then
the same thing (invisible kraken but visible tumors)
appearantly happened early R8
but not in kraken room
kinda unrelated since it's modded but toggling on noclip made kraken visible (maybe hints at what is going on?)
(and he had correct position in the room)
huh that is interesting
could that kraken spawn flyers?
as it doesnt need los for that
yeah not only did it spawn flyers
it spawned flyers when me and sky where both in hub
but all of them were stuck
yea it doesnt rly care about where you are for it
as usual 
fair enough, but maybe they do bug out 100% always when this other bug occurs
oh i ran into that issue in one of my levels actually lol
krakens are spawned in looking for a normal enemy spawn point… for some reason lol. not an issue in the desert arenas but around normal tiles, it’s probably why you have to go all the way to the end of the megatile to make sure players are far enough away from other spawn points
surely we use worldevent objects to spawn krakens ideally
will update wiki page shortly
have a few edits in my backlog
including frosty's tidbit
pretty sure can't
R8D1 enemy list says "Striker" twice
Isn't it meant to say Nightmare Striker instead of two strikers
No bc there are strikers that spawn from waves and in rooms
And there is another striker that was 1 min late after the last wave spawned
Hey friends, check out my little app I've been building past week
https://c0r-pse.github.io/gtfo/
don't know where to share it so I'll leave it here
prolly gtfo chat and you can ask people if any stats are iffy
more like big strikers
cuz d1 doesnt have nstrikers
well still an error
i was for sure this was gonna be a scam—especially bc you didn’t explain what the link was. but cool ig, neat
Samesies lmao but checked it and its fine
Not sure if it has value at this point, but I'm gonna continue tinkering with it. Next step is weapon pages and falloff visualization probably
Ey prolly easier for newbies to understand it
yeah I looked at graphs and started using Raptus Treffen, no regrets so far
raptus treffen
The what thing?
i’ve never heard anyone call machine pistol raptus treffen
most ppl call the weapons not by their flavor name afaik
I tend to call them by their brand name "mastaba" "veruta"
and so on
but depends on the gun
yea in general only the machine guns get their monicker added (veruta/arbalist) to differentiate them easily
Also the machine pistol rly isnt it qq
s870
I noticed a minor mistake with the R7D1 wiki page regarding the sequences. The 2nd sequence should spawn flyers in addition to the 2 hybrids if failed. There's no mention of flyers anywhere on the page. I'm not savvy enough to fix the page myself so I assume this is the correct place to bring it up
FLYERS???
Sorry, the correct term is Meatballs
(but yes indeed, since I had to fail a few sequences to beat it solo with bots, I'm sure it might help some others to know this)
I've always wondered, but why is the official site schaffer's bucket?
https://gtfo.wiki.gg/wiki/Stamina here the wiki makes the claim that the BPM is a value between 60 and 180, has there been any check done for this?
Stamina is a gameplay mechanic that limits the player's mobility. Stamina is lost by sprinting, jumping, dodging, or charged attacks or shoves with a melee weapon. It is represented in the HUD by a heart rate monitor located above the health bar and with audible cues.
Definitely have seen numbers above 180 too
i forget if preciseui accuratenly displays pulse or if it just accurately displays stam%
because there is random variation in the bpm in vanilla
to me it seems a bit weird since the visual BPM you see seems to be offset by +3* (corrected here as I thought it was +4 initially) as the lowest I saw (when at 100% stamina) is around 57-70 while highest (0% stamina) is 176-189
so the maximum fluctuation is either [-4, +10]
or there is an offset of +3
its always constant sooooo
ok
wait
i mean its like
always updated
the stam percent there seems 100% accurate to me, the bpm might be inaccurate.
i've done extensive testing with the mod using the stam% properly but I would not take the BPM as accurate in terms of what happens in code
at worst i'd say either the first range for the BPM needs to be modified or this statement since they kinda contradict eachother
I am inclined to believe the range is correct since tru posted at some point some code that deals with this stuff specifically BUT the explanation for the BPM was wrong at the time. So I basically have no clue which is accurate.
Meow at the (ex) devs until they drop the source code
R8Mono branch 🙏
Frfr
the most recent edit to the page is my own after a previous tip that you should just hold W to move forward at max speed, diagonal/side movement is significantly slower
Surely that was Eva during our A2 sec run
From what I can see in the decomp, here's how stamina display works:
Lerp stamina between min and max BPM (likely 60/180)
Call mathf.MoveTowards with lerped output and some delta time (MoveTowards is a unity engine call, would need to look at that)
Add a call from random.range to it (likely the 4-5 number mentioned)
convert to string (presumably to display)
<@&408548765599793173>
love how informative it is about projectiles
Projectile 👍
Pablo's actual wave roar in vanilla is only heard barely at the end of R8A2 which is just a Tank Roar, in R7E1 his "roar" is one of 3 sounds he makes approximately every 30-40s
I should update that
it just plays the tank roar
https://youtu.be/cf03h9D0iHM?si=U5A-tnflX7hrLci8 there is this video
These are the new updated distant roars.
i figured it out
so basically the wave roar in that vid… and in the exact same system that they implemented for unique enemy type/size wave roars with r6/r7 (don’t remember when it was added), includes wave roars for snatchers and “immortals”. that roar i believe was intended for the scrapped immortal enemy from early development. there’s a separate sound event that is not played during r8a2, but clearly sounds a lot more like the pablo we know and love today
yeah I checked the wiki and it's clearly a different sound
kinda sad that you don't hear the larger spawn sounds that often
i’d assumed that bc the new wave roar system was added around the same time that snatchers and pablo were added, the wave roar AK switches for “pouncer” and “immortal” corresponded to those enemies

it’s really sad that 10cc for whatever reason doesn’t use the nightmare and snatcher wave roars
They forgor
<@&408548765599793173>
@stark crag C-Foam Portion boosters do not work on the C-foam Launcher if the foam is sprayed in short chargers. For the boosters to work, the foam must be sprayed in FULL charges ONLY. Is this a bug or not? I know there's a GlueEfficiency mod that fixes this. Should it be added to the Bug Wiki page?
It’s anything beyond single blobs in a charged burst, don’t have to necessarily do completely full charges
single blob firing = you don’t get any benefit from that booster due to rounding
let me take a look at where it can fit, because that is most definitely a vanilla base game bug/oversight
the game gives you something, and it doesn't disclose to you if you're getting the benefit or not unless you fulfill a hidden condition that had to be discovered by experienced members of the community and is only fixed with a plugin
If you want to be the most efficient, you shoot in 2 blob bursts only
yeah that's the way I had it explained to me as well, good catch
there is additional advantageous rounding on 2 blob bursts compared to 3+ in a burst
Yeah, it's confusing, especially for new players who have to explain it every time their boosters aren't working. Thanks for clarifying.
So if it's a bug, it would be great to see this mod on the wiki page I guess.
Nowhere does the game really disclose to you externally there's a lot of rounding going on, from player health, enemy health, to boosters. This definitely needs to be documented but I'm unsure whether it goes on the Booster page or Bug Wiki as well as how I want to phrase it
It probably fits on the booster page
Deciding to do my yearly actually doing my job here, anything I’m needed for?
kewl
Leaking the super secret dms
What can you guys say about TerminalPingFix, "E Bug Fix" and GiveHostClientDamage/HostEnemyLimbDestroyFix? Are these real bugfixes and should they be on the Wiki?
GiveHostClientDamage is not a bug fix, this makes host get more consistent dmg output into tumours which isnt how the game intended for it to be (clients were supposed to use the same logic as host but cant due to ping/bad coding i cant remember)
E bug fix is in progress to be on there, was talked about the other day
Bad coding
Scattergun on host has worser spread of pellets
I don't think that is true. What happens is that Clients don't get the information from the Host that the limb should be broken fast enough to break when damage is dealt. this is why Clients can 2 shot Moms with Scattergun and Host takes 3-4 shots, even at point blank ranges against a Mom that doesn't move at all
You can 2 shot a mom but like
Good luck getting consistent
I know a Host can theoretically 1 shot a NM Scout with an unbelievably precise scatter spread in an ∩ shape
stupid ass neck not being armoured
So
Theres 2 ways
1 is what goat hinted at. There is a part where the „neck“ is kinda that isnt armored. Pure back dmg easy kill. Pretty consistent
2nd is getting the correct spread from a slight angle. Hitting back tumor and front tumor
I did it about 10/400 tries when I was testing before
Mom 2 tap is rare but happens
Weeb actually got one during testing which was funny
Interesting, alright
I will get some time today to circle around back to this and make necessary changes
Gotta keep the wiki chat alive one way or another
I'm working on it and still waiting for updates on the Wiki about GlueEfficiency, "E Bug Fixes", etc. ^_^
Sees new Message in Chat
Not a Ghost flag from a bot Account
Happy
yep in progress. I have a habit of just leaving the edit page open and doing large amounts of drafting/editing all in one go
One time I was overhauling a page and left it open for like 2 days before I actually committed (I checked to make sure there wasn't an editing conflict before I did)
where media
There’s media all over the wiki
its not lost??? thought everything posted in there was gone
this is huge
and i can react "cringemod" to soys post
best day ever
You know what needs to be done
Is there any easy way to repeat this bug in a real game or using the CConsole to see how this bug actually works? I already asked about this in another chat a few days ago, but no one could give an answer. 🤔
play r7d1 and alert the scouts, thats the easiest way to try and force it
Consistently is iffy but I’ve had it twice. It’s definitely a thing but rare, even in current build. The easiest way I know is go in with CConsole, spawn a bunch of scouts in A of Overload, go outside overload, open the bulkhead, and as it is opening, just start shooting with a weapon with a continuous fire rate like a machine gun. That zone can have like 5 scouts in there.
As client with the mod, it doesn’t stop the bug, but you do mute it locally for yourself so you don’t get deafened. The Host needs to run it to actually stop it for everybody. The mod does not actually fix the bug, it just makes the scout return back to being vulnerable and stop screaming. It's too inconsistently produced to document beyond all of this knowledge
I’m not deleting media
WHaaaaa, I never said that..
Tried it several times. Didn't work.
Also tried it like you said on R4A1. No result. But thanks. anyway.
Is there maybe a video to see what this bug sounds and looks like? 🤔
Where did I mention R4A1
The last time I talked about R4A1 was in the modded server regarding colliders
Nowhere. I tried it like you said with the overload door on R4A1.
The two times I have had it, R7D1 Overload and R7B3 Main
