Posts for Warp

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I can see one major problem with the proposition: Creating one single thread for one game would mean that with very popular games you end up with threads with hundreds, if not even thousands of posts. There will be zero organization of these posts, and instead they will simply be all concatenated in one single gigantic thread. Trying to find a discussion about a specific feature of the game is going to be next to impossible. I really think that's a bad idea in the long run. The idea may work with less popular games, where the size of the thread is sensible, but not with hugely popular games which are being TASed for years and years. Instead, what would be optimal is if it was possible to create subgroups for each popular game, and then have different threads for different (more or less independent) discussions about that game. Then it would be much easier to find discussions related to a specific topic. (Of course the currently used phpBB software probably doesn't support this, so it would need to be implemented in some other way.)
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Want an ocarina, but don't want to buy one? No worries: http://www.youtube.com/watch?v=vsboQ7cp7a4
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Cardboard wrote:
That would be perfectly correct, sir. There are 4 Rollers overlapping each other when I'm killing them. 4 seem to be the maximum amount which can be spawned as well.
That's actually quite cool. You should have explained it in the submission text, as it's an interesting tidbit of information.
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Lord Tom wrote:
Warp: A max of 4 rollers can be onscreen at a time from that spawn location. But an item counts as a roller until it is collected, so a max of 3 rollers can be spawned while an item is onscreen.
I don't know if I'm just being obtuse, but I don't really get it. There is only one roller at a time on screen. Or do you mean that the run is actually spawning 4 rollers at the same time, all one on top the others, making it look like there is only one? (Which, in fact, would be rather cool...)
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Cardboard wrote:
Warp wrote:
When killing the rolling monsters, why do you wait for the stars and bottles to appear to take them, before respawning a new rolling monster? Why not respawn the rolling monster first and then take the star/bottle?
If I'd do that, one less enemy would spawn for me, making me lose time in the long run.
Could you explain in more detail how/why that happens? (I want to understand it fully before I vote.)
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When killing the rolling monsters, why do you wait for the stars and bottles to appear to take them, before respawning a new rolling monster? Why not respawn the rolling monster first and then take the star/bottle?
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sgrunt wrote:
We do have http://tasvideos.org/Stars.html - which is probably very underused.
This brings up the question of what the stars are really depicting and aiming for (which, of course, can be quite heavily a matter of opinion). My own understanding has been that the stars are mainly a guideline for first-time viewers: They depict good exemplars of runs which a new visitor can select from the many hundreds of published runs in order to get a good sample of what TASing is all about and why it's so cool. Hence not all starred runs are the very best runs in all possible categories, nor are all the very best runs starred. Some of the best runs may require more knowledge and experience about TASes and TASing in order to be fully appreciated, and might thus not be the most suitable for first-time viewers. Starred runs are more like "the fast food of TASing" (but not in a negative sense): They are cool to watch and easy to understand and get amazed by, and don't necessarily require a deep knowledge of TASing techniques (in general, or of that game in particular). While stars and top ratings often coincide, it doesn't always need to (and in some cases even shouldn't) be so. Just my view.
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sgrunt wrote:
Not exactly - this deals with encode filenames, whereas the movie renaming project was aimed at input filenames.
I was under the impression that the renaming project was aimed at both, ie the record files and the avi files. (After all, it only makes sense that both files are named the same, save the extension.)
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upthorn wrote:
Still, it would be more conducive to community morale if there were more time given for people to state and argue their sides. I don't think that Nach should stop judging, but it might be worthwhile to set a minimum period before rejection on movies that do not clearly violate an established rule. (e.g. "aims for fastest time" runs that are slower than the published version, or a real-time speedrun).
In fact, I think that TAS authors should be given the opportunity to reply to any objections that viewers or even judges have against their submission, before it gets rejected. There might be a reason why the TAS seems to do something badly or break some rule, and the author should be given the opportunity to explain himself (if he didn't think of doing it in the submission text).
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Wouldn't this be a good opportunity to restart the file renaming project which was suggested quite some time ago?
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sgrunt wrote:
First, this would need emulation software to be installed on the server, with all of the requisite ... support files; this would take up a large amount of disk space and might not be easy to assemble, not to mention many of the emulators currently in use are Windows-specific (and difficult to capture from in the Linux environment the server uses).
Unless I'm mistaken Bisqwit originally had the game roms in a compressed file system (which he developed himself), saving a great deal of disk space while still having the files available as if they were in a regular file system. And many of the emulators are available for linux as well (and in fact, can probably be automatized better there). I'm not arguing pro reinstating the automatic screenshot feature. Just commenting.
Second, the capturing process would require the emulator to be run, slowing things down on the server even more than they usually are.
This problem could be solved by someone with a computer which is running 24/7 donating some computing time for this purpose (iow. the tasvideos server would simply contact that computer and ask it for the screenshots, which it would then get back or, if it doesn't respond, it could then just skip them). Since it's not an essential feature, any downtime of this "slave" secondary server wouldn't be such a huge catastrophe.
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Perhaps the stars and moons could be officially explained somewhere?
Banned User, Former player
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Randil wrote:
I'm looking for a general expression for a combinatorics problem, it would be great if someone could provide an expression and a motivation for it. The problem is: You have n integers a(1), a(2), ..., a(n) where a(i)>=1 for all i, a(i)>=a(i-1) (i.e. they are sorted in descending order) and a(1)<=b where b is a positive integer. How many possible combinations of a(1),...,a(n) can you create? If possible, express it as an explicit function of n and b.
Maybe I didn't understand the problem, but sounds to me like http://en.wikipedia.org/wiki/Combination
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Every time I click on the "Mark all topics read" link inside a group, I automatically then click on the "TASVideos Forum Index" link in the next page to get to the main index page instead of the group page (where it redirects in a few seconds if nothing is done). This has been a minor nuisance for quite many years. I don't think it makes much sense to return to the group after all topics have been marked read. Could this be changed so that clicking on that link returns directly to the main forum index page (not even going through that intermediate page which informs you that all the topics have been marked read, because that's exactly what I just did)? Edit: Oh, and another thing: I don't know if it's a bug or a deliberate choice, but I have noticed that if you log out of the forum, it will mark all topics in all groups read. This can be a huge nuisance if you log out accidentally, making you lose track of everything that had been unread. Could this be fixed (iow. logging out does not mark everything as read, so that when you log in again, what was unread is retained).
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Critical five wrote:
But after this change was done, I saw this post, which stated that too many YouTube module should be avoided on a page (sigh, I should have thought about it before).
Currently it's possible to stop the embedded YouTube player from downloading via the context menu, which is a nice addition and lessens the problem. (Of course it's not completely obvious to everybody that this is possible, as it doesn't appear in the main interface.)
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I have an idea how you could have reduced a bit the bothersomeness of the useless rate-resetting null shots: Make them in the direction as you would if you didn't have to worry about the point-ticking delay, with as little power as possible. After the null shot, make the subsequent actual shot in the exact same direction (ie. without moving the cursor at all) with the proper force. The null shots should obviously not make the ball hit anything (because then you would have to change the direction of the cursor). This way it kind of emulates the game as if you didn't have to take into account the rate value.
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rhebus wrote:
Contrary to what you have said, a pendulum will NOT show rotation on a rotating space station, just as it will not show rotation at the earth's equator.
Yeah, you are probably right. I got confused about the working principles of the Foucault pendulum. A rotating wheel can be used to make this measurement in any case, though.
A wheel mounted vertically will rotate once per day on the space station and at earth's equator, but will not rotate at all at the north pole.
It depends on the orientation of the secondary axis. If the secondary axis of the wheel allows it to reorient itself tangentially to the ground, then it will make a full rotation once per day at the poles. Optimally the wheel will have three axes of freedom, making it effectively a gyroscope. That ought to show the rotation of the Earth (or the spacestation) regardless of where it's located.
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Pointless Boy wrote:
Anyway, Einstein notwithstanding, there actually is a way to differentiate between gravitational acceleration and things such as fake centrifugal gravity and linear acceleration due to a rocket, or some such. Namely, the gravitational field around a massive body follows a gradient, which can be measured with precise enough instruments. Linear acceleration has no such gradient, while fake centrifugal gravity has a different gradient. (This doesn't actually contradict relativity since we're cheating by making certain assumptions and measuring at multiple points.)
If you are in a small room, that gradient is probably so small that it would probably not be measurable (probably even physical limits come into play, such as the Planck length; although I'm not a physicist, so don't quote me on that).
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stiltzkin wrote:
Someone please post tutorial videos instead of talking about real-life movies whose rerecord counts would rival an actual TAS.
Tutorial videos (especially good and useful ones) are hard and laborious to do, and require a lot of work. Don't expect people to be rushing to make them...
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Suppose that you are inside a room, and your task is to determine whether you are on the surface of Earth or inside some kind of space station where artificial gravity is achieved by rotation. You are provided with any tools you want (as long as they don't help you communicate or observe outside the room). The perceived gravity matches that of Earth, so that alone cannot be done to determine the answer. Ok, that's a relatively interesting problem in itself, but not the actual problem I'm posing, as the solution is rather trivial: You can use, for example, a pendulum or a rotating wheel which can also rotate on a perpendicular axis in order to determine whether the gravity is achieved by rotating a space station or not. (To people who haven't studied lots of physics it might not be self-evident why this is so, though.) But a pendulum or rotating wheel will also show rotation on Earth too: After all, the Earth is rotating once every 24 hours, which the pendulum/wheel is going to show. The difference is, of course, that the space station is going to rotate significantly faster (probably in the order of minutes instead of 24 hours), which is what gives it away. So the problem I'm presenting consists of two parts: 1) Assume that there's no physical limit (imposed by material strength, etc) to the size of the space station. To make the problem more difficult, let's build a space station which makes one full rotation in 24 hours, like Earth, and produces the same perceived gravity like that. Question: What would the radius of the space station have to be in order to achieve this (iow. it makes a full rotation in 24 hours and the perceived gravity at the outer edge is the same as on the surface of the Earth)? 2) In this situation, is there any way of determining whether you are in such a spacestation or on Earth?
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scrimpeh wrote:
Patashu wrote:
How about a category for april fools runs?
Likely already fitts with Troll Run
I disagree. An april fools submission is done for humor and fun. Trolling is done to cause animosity and disturbance. Calling an april fool's submission "trolling" is denigrating, imo.
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fsvgm777 wrote:
Guess which game the desktop background is from!
Looks like some kind of Gradius, but I couldn't tell the exact version...
Post subject: Anaglyph drawing program
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With the new VirtualBoy TASes being recorded in anaglyph format, this little flash app seemed like a perfect fit. It works quite well too. http://www.neave.com/anaglyph/
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Ilari wrote:
Also As said, Windows encoding guides are mostly better than for Linux.
IMO such guides and tutorials should aim to be as system-agnostic as possible, and where system-specific features are needed (eg. special command-line options or such), instructions for all the three major systems should be given.
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Actually not that crappy, but kind of cool: http://www.youtube.com/watch?v=hE-ZmwATS8E