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Okay so the summary (finally). See if it accurately describes the situation.
Half-Life in-game console is intended for regular use, and it's explicitly and officially recommended, as a workaround for some common issues with the game. Variables that work without enabling cheats (on multiplayer servers) are quite literally not considered cheats by the game and its developers, and framerate cap is one of those variables.
Reducing framerate cap using the console is an official recommendation for one of the known problems. It's never mentioned which value is best, and it doesn't affect absolute gameplay speed, only how often refresh happens. The game doesn't have a setting to force vertical synchronization with the monitor, and default framerate cap doesn't even match what monitors used to be set to.
Fiddling with framerate cap using the in-game console simulates semi-random game lag that may come from the computer hardware, and the game doesn't ever consistently run at fixed framerate anyway.
Running this game in libTAS would force the framerate to some constant value, and if it's not allowed to change, minor speedrunning tricks that depend on framerate fluctuations or console usage won't be available. If we emulate the entire PC with decent accuracy, console usage will be enough for those tricks to work.
Since libTAS is not an emulator, it has to force some environment parameters to guarantee determinism and consistency, which we prefer to accuracy if we have to. It forces fixed framerate in this case. But for games that are meant to provide control over their framerate to the user, forcing just one framerate value for the entire movie is not representative of all the possible gameplay experience.
Therefore, for such games we should allow user to change libTAS framerate on the fly, to replicate what can be done with the in-game console in normal conditions. That allows gameplay available in libTAS to match gameplay available in a reasonably accurate PC emulator.
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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Would you expect the FPS tricks to work with just the console if you run it in PCem?
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 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.
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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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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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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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.
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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In-game time is usually 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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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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That would still be less than 4% of the whole duration of this movie.
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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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.