Posts for feos

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I guess I'm trying to ask about using console in regular playing environment, as in real-time. libTAS simulates vsync, so I think we don't have to try those with fixed FPS that it forces.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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So if you only use in-game console, is it possible to do all the FPS related tricks?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Not marked as a cheat here https://developer.valvesoftware.com/wiki/Console_Command_List So if you set those right from console as needed, is it identical to setting it in libTAS on the fly?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Am I right that this is still normal ending, and some more stuff can be done to get the best one? EDIT: Ah there's this screen here. Is it equivalent to best ending then?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Does the game have any official info on how to control FPS the intended way?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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They all represent available options. If difficulty is increasing but you don't aim for maxing it out, you pick option 2.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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YaLTeR wrote:
By default HL1 is limited to 100 FPS. It's not vsynced, so depending on the computer performance the FPS can go below, down to 0 (effectively 4 as FPS below 4 is treated as 4 by the game and isn't useful). The movement is generally faster the higher the FPS, so 100 FPS is optimal for the movement.
Does this mean the FPS value you use affects your absolute speed that you run at? If so, how does it work exactly?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I use to not enjoy games like this, because they look and sound primitive, and gameplay is slow and unexciting. Voted No.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Mothrayas wrote:
There's a massive difference between presenting an 8-minute movie and a 70-minute one.
Watched all 3 and I think this is the main reason for SSBB to not get the flag. There's more awesome content in its entirety, but it's just too long to serve as a first-time showcase. SSBM is almost 9 times shorter, but it's very slightly less impressive, if at all.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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We slightly rewrote rules on difficulty loops for games without an ending, and made hardest loop not required, just like our guidelines don't require the hardest difficulty in other games. This way, if the changes in difficulty between loops are negligible, it's fine to stop the movie when all unique content has been completed.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Every function that involves calling the C# side of hawk from Lua will be slower than working with just Lua. In FCEUX it's fast, because FCEUX binds lua in the most straightforward way: C++ <-> C. LuaInterface that's used in hawk involves a freaking ton of overhead coming from reflection (because why not) and then hawk's C# itself. If you want it to be fast in hawk, reduce the number of such calls, or create an APIHawk tool instead.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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YaLTeR wrote:
The purest HL1 TAS would be using some kind of PCem environment, where the FPS would oscillate a bit just like on a real PC and without the ability to suddenly easily change it. However, the current optimal player movement calculation assumes the ability to control FPS exactly. Moreover, it's not clear at all how to adapt the optimal player movement calculation to the case of oscillating FPS which cannot be exactly controlled. Making a HL1 TAS without this optimal player movement calculation is unrealistic.
Can't vsync be forced?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Now that's awesome!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
Joined: 4/17/2010
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Samsara wrote:
In-game time is acceptable, though it is explicitly a Moons goal. Tiering shouldn't be a problem with Melee, though, so no worries there.
In-game time is usually eligible for Vault.
Vault rules wrote:
Movies that aim for in-game time instead of real-time are only allowed for Vault if that goal makes game-play shorter. If optimizing for the in-game time makes actual game-play longer, such a movie is not eligible for Vault.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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SmashManiac wrote:
Thanks feos, but your answer appear contradictory to me. I'm not sure if it's because the term "actual gameplay" means something different than what I expect, or because I was unclear in the first place, so allow me to clarify the 2 routes. Route 1: Warp to the last level, then beat the final boss in 5 minutes. The ending cutscene cannot be interacted with and is 20 minutes long. Total AVI time after the initial warp: 25 minutes, Route 2: Warp to the last level as before, but then leave, take 15 minutes to make a massive detour halfway around the world to acquire a power-up, then glitch the game using said power-up to wrong warp to the final scene of the ending cutscene without defeating the final boss. The ending cutscene now ends almost immediately afterwards. Total AVI time after the initial warp: 15 minutes. As such, isn't route 1 containing less actual gameplay than route 2, thus invalidating route 2 for Vault even though the latter's AVI time is faster? I understand that input time vs interactive state time can both be considered "actual gameplay" and is a matter of opinion, but that logic doesn't apply in this case so I'm still confused here.
If the ending itself is just that long, it doesn't matter if you make the game jump to the beginning of that ending or to its end. What matters is when you trigger the ending itself, and actual gameplay is what happens before this ending, it's the thing that makes the ending happen. So we measure optimality of that, and movies end when it ends. If route 2 triggers the ending later, then it's less optimal in terms of Vault.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It's up to you, as long as the game properly reaches the final state eventually. Both ways are fine for Vault, because when comparing optimality of 2 movies we compare actual gameplay, which in your case would be identical.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Omnigamer wrote:
I only saw this submission once it was up on the TASVideos YouTube, but I have a lot to add about its optimization and planning. The briefest way I can summarize this run is that the planning it used was naive, or at least quite outdated as compared to current RTA strategies. This has a significant impact on the entire course of the run. For comparison, consider the current RTA record in the same category: https://www.youtube.com/watch?v=7SrKeb3AlKU With a comparable route and further luck abuse I think a more optimized TAS could be about 10-15 minutes faster than this submission. I've listed some specific points for improvement below.
That would still be less than 4% of the whole duration of this movie.
Omnigamer wrote:
There's plenty more I can say, but with the above comments it should be clear that this run is not optimized, even to the best of current knowledge. This is a very tough game to optimize since there are so many decisions that have impacts throughout the run duration, but I would at least like to see the run be up-to-date with the current best known strategies, glitches, and movement. One last thing that I'd like to add is that the author should connect with the rest of the speedrunning community for this game if they'd like to improve this submission. As far as I know, despite being credited in the notes, myself and the active portion of the RTA communities were not consulted for this TAS which would have aided its quality and planning significantly. As it stands, it needs a full rework from beginning to end. That said, the few runners of this game have invested years in understanding all the different mechanics, time tradeoffs and otherwise. I'd really love to see what the limits of running this game are, and am happy to provide my knowledge towards that, but this run is not it.
Since implementing the modern strategies would require redoing the whole thing, and the resulting time difference is not dozens of percents, I don't think accepting this run was a mistake. Otherwise I agree that when planning to TAS some game, one's best bet is getting in contact with the community that speedruns it, tool-assisted or not.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Finally the variety! Best TR TAS IMO.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I watched this side by side with S1 zips, S1 zipless, and Knuckles in S1 zips. It's hard to tell where the most difference is: between this and zipless Knuckles, or between zipped Knuckles and zipless Sonic. Even though some zips with Knuckles are different from Sonic, and some levels in zipless Knuckles are similar to Sonic, I agree that the zipless approach allows us to see more of the game and more of the character movement and mechanics. I'm not sure if a new zipped run with Knuckles is gonna be more entertaining than this. And I don't think they can co-exist, because the nature of this hack is less than ideal in general: hacks with different levels would be preferred, as that introduces something we haven't seen before, instead of mixing up the same things in slightly different amounts..
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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DarkShamilKhan wrote:
Hello, I am a Sonic TASer and I have a question. More obsolete runs were found, so may I ask can me and Shiro take time to obsolete our run.
I don't understand your question.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Rather impressive for a bootleg port, but the game still sounds really bad, the levels repeat, the last boss is very boring, and the screen scrolling as you move vertically makes it almost painful to watch. Voted No.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The game sound awful and doesn't look enjoyable, especially the last level. Maybe because the original is just too good? Voting No.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What happened?
[13:40:10] <TASVideoAgent> Submission #6956: crazyjesse's NES Bio Hazard in 15:18.27 CANCELLED by crazyjesse: http://tasvideos.org/6956S.html
[13:40:12] <TASVideoAgent> Post edited by crazyjesse (Old: #6956: crazyjesse's NES Bio Hazard in 15:18.27): http://tasvideos.org/forum/p/501739#501739 [a:1]
[13:40:14] <TASVideoAgent> New reply by TASVideos Grue (Old: #6956: crazyjesse's NES Bio Hazard in 15:18.27): http://tasvideos.org/forum/p/502097#502097 [a:1]
[13:43:45] <TASVideoAgent> Submission #6956: crazyjesse's NES Bio Hazard in 15:18.27 ACCEPTED for Vault by ThunderAxe31: http://tasvideos.org/6956S.html
[13:43:47] <TASVideoAgent> Post edited by ThunderAxe31 (WorkB: #6956: crazyjesse's NES Bio Hazard in 15:18.27): http://tasvideos.org/forum/p/501739#501739 [a:10]
[13:44:00] <feos> um
[13:44:25] <TASVideoAgent> Post edited by crazyjesse (WorkB: #6956: crazyjesse's NES Bio Hazard in 15:18.27): http://tasvideos.org/forum/p/501739#501739 [a:10]
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It's why optimization is so important: while testing the combinations you can think of, you can accidentally hit some condition that never happened before, that could save a lot of time, and even be applied in segments that were already considered finished. This is why people keep improving existing runs too: you never know when new qualities of your work emerge from the amount of things you try. But the more you try, the more you find! New discoveries inspire new effort, which leads to newer discoveries, that's the production cycle.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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