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During the testing I found a shortcut in the 135-degree corner which would save 2-3 secs. The problem is, I cannot repeat it in the actual TAS even if I try to match player's conditions (exact position and angle) and copy-paste the input for my test movie.
Here is the moment from my workaround movie where I found it:
Link to video
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Here is the input file of my testing (skip to frame 9000 to see that moment):
User movie #72971812683375625
RAM Watch file:
User movie #72971573659475520
- X and Y coordinates are square hitbox edges: 3 addresses per each coordinate because 2 edges have 2 identical values, so I omitted one of them.
- X and Y velocity are individual for each map. (M5) at the end means they work only on Map 5.
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UPD: found a better route comparing to RTA's one which partially levels the time difference. Still, this trick will remain as a potential improvement.
TASing is like making a film: only the best takes are shown in the final movie.
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Speaking of planning, why there are no good map editors for Build Engine? When I met Doom Builder, I didn't have to even dig into the net to find out how to open a WAD, how to observe a map and enemy placements on different difficulties.
Mapster32 is a real inhumanity to mere mortals who just want to open and analyze existing maps. It's really complex and it keeps crashing.
TASing is like making a film: only the best takes are shown in the final movie.
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Alright then. Wish you luck!
BTW, I noticed BuildGDX supports Shadow Warrior as well, but tasvideos doesn't say if the engine works fine or not. Would you please try it out on libTAS?
TASing is like making a film: only the best takes are shown in the final movie.
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Looks like a real aimbot! I don't know if visitors would like this style of turning. If I were making that, I would at least try to imitate fast turning, like I do in Doom.
100% will really be insane. You'll need to take everything into account. Backtracking is not that common in this game, but I'm sure you'll have to leave some enemies behind and hope they won't run too far away trying to follow you.
A wallhack or a map with enemies shown on it would really insure you won't have to redo a piece of work because you had forgotten something.
BTW, how did you build that TAS? I'm not aware of libTAS interface. Can you set mouse coordinates for each frame?
Shadow Warrior is not really on the list. VoidSW doesn't have a Linux build yet (as far as I know) and I don't see much progress for the engine to get into a release.
TASing is like making a film: only the best takes are shown in the final movie.
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If I have a weak GPU (Intel HD Graphics 2500), does libTAS run, let's say, Shadow Warrior (Build engine) via DOSbox at 60 fps internally?
I know I have to do some tweaks to resolutions for both DOSbox and the game, but does libTAS provide hardware independence?
I don't mind running libTAS at <10 fps, but I want the video to be recorded at 60 fps for a game running on DOSbox.
TASing is like making a film: only the best takes are shown in the final movie.
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Frankly speaking, SM 1 was way more entertaining than SM 2. Various sections just made me skip them, like those with Black Cat. Beating the boss (38:15) in 1 hit was great though.
Weak Yes vote!
TASing is like making a film: only the best takes are shown in the final movie.
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I check "Resize Video" on Step 1 and calculate the resolution I want to get. If you simply upscale a native resolution in 4 times, it won't usually match YouTube patterns.
For example, 320x240 * 4 = 1280*960 will be downgraded by YT to 720p. I don't know why YT downgrades the quality as well, but such a video doesn't look much better after YT's processing then the same one in 960x720, so YT doesn't resize it on its own.
I do like that:
1) 1080 / (native height) = X,1562
2) X,1562 * (native width) = Y,8645. Rounding up to Y + 1.
That's your output resolution for resizing.
Example for 320 x 224.
1) 1080 / 224 = 4,82142857
2) 4,82142857 * 320 = 1542,85714. Rounding up to 1543.
So, your resolution is 1543 x 1080.
Maybe nowadays it makes sense to simply upscale it in 5 times, so it is more than enough for YT's 1080p, but I don't know if it's still compresses custom reses so dramatically.
TASing is like making a film: only the best takes are shown in the final movie.
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For God's sake, just make xipo a co-author in any submissions if he asks you to do that. That stream-sniping (or more like "submission-sniping") stuff can go on and on, because who knows how many unfinished WIPs he has behind the scenes.
Dealing with each individual "plagiarism" of that kind might take long and burn much nerve cells. If we dig dipper, an input file's metadata/header can be edited with appropriate tools or, at least, with a HEX editor. I can have hundreds of movies "from 2011" and blame everyone that its input is actually my input.
TASing is like making a film: only the best takes are shown in the final movie.
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Meh. I got used to YouTube's hotkeys, so skipping that afterlevel music and level observations is not a problem.
Off the record, would be cool to see "max speed" TAS as well.
TASing is like making a film: only the best takes are shown in the final movie.
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No, unfortunately, it's not possible. However, there is a source port called TASDOOM which is basically a wrapper over the original DOS Doom which lets you slow the game down and use game saves like savestates. Still, it's not as effective as frame-by-frame building.
TASing is like making a film: only the best takes are shown in the final movie.
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Plutonia: Revisited Community Project (2011) UV-Speed in 11:56.
Link to video
Even though it can be submitted, as it's fully built frame-by-frame and aims for the fastest time, most of the TAS isn't made by me. I just finished it (maps 28-30).
BTW, Hock told me he had had an even faster run of Episode 1, but lost it due to the computer failure.
TASing is like making a film: only the best takes are shown in the final movie.
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Some unknown guy named Erik made a UV-Max TAS of this map in 2 hours 11 minutes just 1,5 weeks before Zero-Master. https://www.youtube.com/watch?v=i_g1KyRNHDg
So you can consider it "sniped".
Nothing unbelievable is in here. Zero used DSDA-Doom which is a PrBoom+ folk that provides rerecording from keyframes (kinda like savestates) which speeds up slow-motion TAS production because you don't have to playback all your progress in order to continue recording from the moment where you left off.
TASing is like making a film: only the best takes are shown in the final movie.
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Is it possible to transfer regular input with TAstudio window opened? It's not that convenient when you have to use either only mouse to mark specific cells in the input grid, or only console input and then open TAstudio to perform various manipulations on it.
TASing is like making a film: only the best takes are shown in the final movie.
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And yeah, I agree that I showed... not the best part of me. I apologize, but a negative feedback is still a feedback. I would take it into the consideration, if I received a similar feedback or worse.
TASing is like making a film: only the best takes are shown in the final movie.
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If the rest of the TAS will look the same as in the 2014 WIP, I don't think the world will be that happy to see it. It got 6.2 thousand of view so far, which is not a good result.
Also, I'll need a hundred cups of coffee to read all the comments to figure out why each turn was made in that way. Probably I'm too young to enjoy such fast-pace games.
Given that 10 years have already passed and the full TAS hasn't been built yet, I would just abandon it because procrastination usually doesn't give a positive result or it won't live up to the expectations.
TASing is like making a film: only the best takes are shown in the final movie.