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Player (94)
Joined: 5/10/2005
Posts: 1204
Wyster wrote:
I also noticed that NOT warping out of 2nd scientist room was faster than warping lol. Looks bad though so i'm not gonna do that.
I guess the lag from warping in cinema might cause major lag, which can lose time. Wouldn't it be a good idea to use the method that is fastest (ie. without warp) though? The m64 files you gave desync for me, at the beginning of Silo, a little after the first door warp, you get stuck on a guard. Have you checked that this run syncs from the beginning? Could be just me though, but I had all the plugins and everything right, and it synced all the way until that point. I'm studying too, but it's a lot of self-study, so we don't do a lot. I might have to do some TASing during "classtime", so that I don't get bored :P TASing is a good way to consume time.
Active player (302)
Joined: 9/2/2006
Posts: 504
Desynch huh? I have definately tested the run from beginning and it should work fine. (I don't suppose Napalm resolution could make a diffrence?) About the warp, it's a matter of just a few frames and the faster method looks a bit like getting stuck. In the end the general viewer don't care about run being absolutely fastest but instead about visual perfection which is the primary goal of this run. As long as the endtime is the same, i might as well get it in the best looking way? :p
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
I don't think it's the resolution that causes the desync because otherwise it would have desynced long before Silo.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I put all the encodes in one place for the sake of convenience: Dam Facility Runway Surface 1 Bunker 1 Silo Edit: Included the Silo encode
Active player (302)
Joined: 9/2/2006
Posts: 504
Not really, lack of motivation + final year of school + Silo being really gay. It's probably gonna be a while before i continue this run (summer at best i'd say). I'll definately continue this someday though as it's such a needed improvement over current run and has turned out incredibly well so far.
Post subject: goldeneye question...
Joined: 5/10/2010
Posts: 4
Has anyone ever empirically confirmed that Jaws and Oddjob have hitboxes that are larger and smaller, respectively, than the default multiplayer hitbox? I remember reading somewhere (strategy guide?) that the character models were only cosmetic, i.e. they use the default hitbox. Asking here because this forum tends to know the guts of games.
Active player (302)
Joined: 9/2/2006
Posts: 504
Silo Finished Time: 1:03 (.283) M64: http://tasvideos.org/userfiles/game/410 Despite being only a minute long, this level took nearly 3 months of work in total to finish. I managed to save nearly 5 seconds off the old run which is alot more than i had expected. I'm really glad that it's finally done and i hope the rest of the levels won't be as difficult as this one :p Enjoy.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Nearly 5 seconds is a hell of a improvement considering the amount of epicness of the old run!
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Wow. Keep up the great work!
Current Project: - Mario Kart 64
Active player (302)
Joined: 9/2/2006
Posts: 504
Joined: 3/17/2009
Posts: 496
wow! I must admit I am impressed.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Ridiculous! I just love how you fly through almost every door as though they don't exist.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Splendiferous work!
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
My vocabulary is quite extensive, I mean, in my own language, but I'm speechless anyways...
I am old enough to know better, but not enough to do it.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Nice to see some progress again. Pretty crazy how this level took as much rerecords as the previous levels combined.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
I don't know if this would be silly, but we could do tool assisted demos of custom levels. If the demos are to be done individually, you need to enter a series of button combinations. I'm sure we can't get a published run of a single level. If we can somehow get 20 custom levels in one ROM, then we could. The same could be true with Perfect Dark.
Active player (302)
Joined: 9/2/2006
Posts: 504
Custom levels could be fun, but i'm not sure if there are any really well made levels out there? Been a while since i checked. I did try this once a few years ago but i'm pretty sure Mupen kept crashing when trying to TAS patched ROMs (or some other problem, in any case i couldn't make it work). Could anyone confirm that it's actually possible to TAS custom levels?
Active player (302)
Joined: 9/2/2006
Posts: 504
So l34ss l3oost over at the-elite.net offered me an incentive of 40$ if were to create an Agent Turbo Mode TAS: http://forums.the-elite.net/index.php?topic=19487.msg408177#msg408177 I don't know if i'll actually go for this but i made a WIP of Dam at least: http://tasvideos.org/userfiles/info/16330828018308478 (Use Anti-DS mupen and "final" Glide64 for playback) I was hoping to capture and upload this myself, but for some reason kkapture has suddenly started crashing Mupen64 whenever i try to capture something that starts from Power On. (It says "emulation started" and then just sits there forever).Movies starting from savestates work just fine. It's very strange since this has never been a problem in the past, and i haven't changed any settings at all... Anyway, if anyone would be able to capture this for me, it'd be very helpful. I used the in-game settings Cinema + 16:9 for largest possible FOV. However, for this to look natural the movie would preferably have to be stretched (this would make menu's look wierd but whatever). No stretching is fine too though. Also, i recently started working a bit on my 00A TAS again. Frigate is still a horrible level and will take forever, but at least i know what i have to do now and have made a bit of progress. We'll see if i ever manage to finish it.
Skilled player (1731)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Have you tried and see if this game works in BizHawk? It's a lot better than Mupen, and it's also getting updates if it doesn't work.
Active player (302)
Joined: 9/2/2006
Posts: 504
I tried it when Bizhawk first came out, but i couldn't get Goldeneye to start. Haven't tried it on any later versions yet. I'm just very used to Mupen and have all my understanding and stored memory adresses there. Eventually i'll switch over, but i'd need to finish my 00A TAS first. For now, i don't have any issues with Mupen except this capturing thing (which has worked flawlessly before).
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Fantastic to see you active again!
Current Project: - Mario Kart 64
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Cool to see a new Goldeneye TAS. Haven't watched it yet, but will do tomorrow. I think you forgot the complicated instructions how to use kkapture. You have to start from a save state, to encode with it: http://tasvideos.org/forum/viewtopic.php?t=10779 But if you still don't get it to work, I can try to make an encode. GE works just fine for me with Bizhawk. Seems more desyncproof, from the small test movie I made. Shame PD still doesn't work with it. It hangs after a couple of minutes.
Active player (302)
Joined: 9/2/2006
Posts: 504
Yeah, newest Bizhawk works for me as well, and it seems great so i'll use it in any future projects.
I think you forgot the complicated instructions how to use kkapture. You have to start from a save state, to encode with it:
That's not it, i'm doing everything correctly (i've done it many times before so i know the procedure well). The problem is in steps 19 and 20: 19. Utilities -> Movies -> Start Movie Playback; select the movie as earlier, check "Open Read-Only", and click OK (don't specify a pause frame). 20. Load your save state from earlier. Since the movie starts from power-on, when i try to playback the movie file in step 19, the emulator resets the rom. Usually, the emulator would do this correctly, start playing the movie file and THEN you would load a savestate to begin capture. However, the movie never starts for me, instead the emulator gets stuck during the reset and i can't load savestates or do anything else either.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Wyster wrote:
Since the movie starts from power-on, when i try to playback the movie file in step 19, the emulator resets the rom.
You have to pause the emulator (step 18), then it won't restart, and you can load the state. You could also capture with mupens internal capture feature, if kkapture is too messed up.
Active player (302)
Joined: 9/2/2006
Posts: 504
Oh, you're right. I just realized that i had never captured from the beginning of a movie file before, only individual levels for which i already had savestates set up. So i've never actually had to do the "pause at frame 1 and make savestate" pre-step before, and thus never realized its importance. Thanks alot for clarifying this. I'll edit this post later when i've uploaded the vid. Edit: https://www.youtube.com/watch?v=8-HT5FP2zjY For some reason, i am suddenly unable to encode static frames properly (menus and black screens) so i had to cut out the endscreen (youtube wouldn't accept it otherwise). I have not changed any of my encoding settings and endscreens have never been a problem for me before. So really strange that it doesn't work anymore.