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What would be the potential duration of a movie that gets 100% starting from initial game start as it's designed? And of NG+ hack?
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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Samsara wrote:
That is literally the problem. They don't need to be specific. Making them overly specific does nothing but introduce increasingly arbitrary restrictions that we end up gradually whittling down anyway once we realize that they contradict our other sets of overly specific rules. If all of our rules end up being very, very specific, then is there really any reason to have Judges at all apart from having us there to clarify those rules? The approach we take to submissions doesn't have to be strictly pragmatic and nothing else, we can be allowed some idealism here and there. We need to try to appeal to the TAS community at large instead of trying to refine things to specifically fit the people that are already here. 12 pages of people arguing about Vault ended up with a system that still needs to be refined almost 10 years later, because it started off too specific for a tier that was inherently meant to be broad. This isn't saying "don't listen to our community", of course, just that we shouldn't be EXCLUSIVELY listening to them when it ends up unintentionally ostracizing potential new members.
I didn't say sophisticated or complex. They can be idealistic and abstract. But when we define them, we still need to appeal to the crowd that's already there, and if we want, to the people whom we hope to attract in the future. The main point of any rules we make is that they should not disappoint the audience (current and potential). So we will need to be very careful with the goals we set and with how we word things. That's where the rules need to be specific: in how well they grasp where we want to be as a community.
Samsara wrote:
This is the solution I was thinking of, actually. It sounds possible in theory and only requires a single change to the game for the desired result. Heck, for the true ROM hack experience, it could probably be hacked into the game itself without much effort so it wouldn't require a cheat at all. There's some info on DataCrystal for Vagrant Story, at least, so that'd be a good place to start.
If we define this ROM hack as a pure hard mode, made harder by discarding all the NG+ advantages while also unlocking all its challenges, that sounds like a worthy approach. So if someone makes a list of things we block to make our lives harder (gameplay wise), and things we unlock to make our lives even harder, with that patch, it'd be very helpful.
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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Chanoyu wrote:
Would it be possible to judge the Vagrant Story case as a hard-mode rom-hack of sorts? That's basically the point of the idea as I understand it, and it might fit in some existing category seen that way, or at least the normal rules about difficulty choice would apply to it.
Rule about cheats/codes: http://tasvideos.org/MovieRules.html#CheatsDebuggingCodesAndArcadeContinuesAreNotAllowed Definition of codes: http://tasvideos.org/MovieRules.html#1 Rule about memory poking (turn them into hacks if you have to use them): http://tasvideos.org/MovieRules.html#ToolsThatManipulateRomOrRamEGGameGenieCodesAreNotAllowed Rule on hacks: http://tasvideos.org/MovieRules.html#NonOfficialGamesHacksHomebrewsEtcAndPrototypes It's theoretically possible to approach it as a hard mode NG+ hack, but I don't know if there will be an agreement about it.
Samsara wrote:
Hear me out here: What if there didn't have to be a common, universal ruleset? We're never going to be able to come up with one, likely not even one that works for 50%, 25%, or even 10% of all games, so what if we just encouraged the authors to work with us directly on these kinds of submissions with a much more basic set of guidelines (if any at all) as opposed to one that tries to handle every submission by itself?
The problem is not with inventing (or being unable to invent) universal rules. If we want our rules to look/feel/be legitimate, we want to come up with very, very specific rules that do not disappoint the staff and the audience. It took us 12 pages to add Vault. Since we're a community of people that try to go beyond human in a variety of directions, we have a lot of argument geeks that we should be able to convince.
Laws of the Forums (DarkKobold version) wrote:
The Good Ol' Days Law Any minor change to the site layout or mechanics will create great controversy, and a poll will be created to debate whether or not the change is a good idea. At least one user will threaten to quit over this change.
Samsara wrote:
We can work with the author to: 1. Define the goal of their run and verify that it would be a good fit for the site 2. Define the minimum amount of cheating necessary for that goal 3. Design reproduction steps to make it work for everyone I really think the only universal guideline should be "Get it approved in advance", and then we can figure things out from there case-by-case. At most, I would add "Cheats that benefit the player cannot be used", but even then I feel like that's something that might not work in some cases. I'm starting to feel like our "rules must be universal" mindset is much more of a problem than a solution to problem, but that's a different and much deeper discussion for a later date.
That almost sounds like relying on personal preferences of a judge team. Nothing wrong with that in an area that's designed to be subjective. And legitimacy is based on subjective feelings... it just requires approval from a very large group of people. Excitement sparks ideas, but to make it all actually happen we also need to put in hard mental work and be ready for it.
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 problem with cheats is arbitrariness. If cheats are needed for NG+ to look more like fresh completion, it proves that the game was never designed to work that way, and it doesn't have any oversights that could make it possible through glitching. Since there's infinite variation of possible cheats for any given game, we enter a whole different universe of play, and we're meant to be able to design rules for this chaotic infinity. We'd have to rely on something common because that's what makes a movie impressive. But I don't know about any common way of cheating in the speedrunning scene, where it would also make the outcome more impressive than without cheats. I made cheated runs a part of my Demo tier proposal, but despite of having discussed it for a decade, we haven't ever agreed on the rules for such an ambiguous category.
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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andypanther wrote:
The cutscene will play and fade into the last race result screen.
This sounds like the best option, because it's the last thing you can show after having completed everything, before going back to track selection again. Using a reset to skip the credits is fine because it makes your full completion movie optimal.
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.
Post subject: Re: Vagrant Story - NG+ 100% TAS [Special Case]
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heysamesam wrote:
I illegitimately jump to the final boss and defeat it.
We don't allow that. If it's a verification movie before NG+, it's meant to show that you got to that point in a valid way without cheating. If you got there by cheating, then the entire NG+ run that goes next is spoiled by the impossibility of gameplay that it will contain. Overall I'm still not sure what your primary goal is with your movie, because you want it to mix up several different concepts. It can't be full completion if it skips initial completion of the game (it's not full if there's only a half). And it can't be NG+ because it builds on an illegitimate foundation.
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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While it has some brilliant tracks, overall it's not as crazy as [3205] N64 F-Zero X "Jack Cup, Time Trial" by jagg2zero in 07:09.37 or [3243] N64 Mario Kart 64 by Weatherton in 20:33.32. Most tracks look like they're played normally, just with heavy drifting (I don't know the game). And it's twice as long as MK64.
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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Unlocking all unlockables and playing through them (if they have speedrunnable gameplay) sounds like a solid goal IMO. If it's too complicated to describe with a label we can just call it "100%".
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 admit I don't quite get what's happening in TTYD even with commentary, and even though I liked the video about history of TTYD speedrunning. I don't understand RPGs. But we have a few of them starred, so this one looks like a worthy addition judging by how people feel about this movie, and yes it is super glitched. And completely different from Sunshine, which is a game with a unique mechanic and intense 3D platforming that's built around it.
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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[1607] GB Super Mario Land "hard mode" by MUGG in 12:14.77 starts from where [2091] GB Super Mario Land by MUGG in 12:08.75 ends and plays through the harder loop. 1607M can't obsolete the other movie because it starts from a savestate, which is normally not allowed. It was published because it's very entertaining, much more so than the regular run. If hard mode was available via a password or an input code, it would obsolete the easy mode, because codes are allowed if they make the game harder. Example: [2212] NES James Bond Jr. by feos in 18:29.84. In normal conditions, difficulty modes that play through the same set of levels don't result in different branches.
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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Similar submission that was rejected because it left out several levels: #5386: StarvinStruthers's GB The Lion King "Cub" in 03:14.38
Judgment note wrote:
This run only plays through the 4 levels that are available on the easy difficulty (Cub). The other 5 levels are only available on harder difficulties (Prince and King). Even though beating the Cub mode does give the credits, all the viewers agree that this 9-level game doesn't feel completed if one just reduces the challenge to make things easiest, and only beats less than a half of the game. This is the case when the easier difficulty setting isn't justified, so for any future submission of this game some other difficulty should be picked, to show the entire game. Judging by the FAQ though, King difficulty only reduces your health and increases enemies' health, so Prince mode would be enough here. Rejecting for the flawed goal choice.
Full movie that was accepted: #6461: Lobsterzelda's GB The Lion King in 09:19.47
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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Also make sure you select the .cue file in bizhawk, not .bin.
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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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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Bizhawk has an ffmpeg dumper already.
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.
Post subject: Re: #6998: Winslinator's INTV Thunder Castle in 02:04.57
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TASVideoAgent wrote:
There are three different maze layouts possible for each of the three stages. To get each most optimal layout, I wait a few frames before slaying the final enemy of each previous stage.
You normally can't control or predict which layout you will get next, right?
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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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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Annoying audio, unpleasant visuals, repetitive despite of being so short. 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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354 frames is correct: this movie length - old movie length - 70 (title screen difference). If we compare how soon the ending starts rather than movie durations, it becomes 353. Also I have another screenshot suggestion (122833):
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 definitely don't want developer 1 to be used, because it's said to print developer info to the game screen even when the console is hidden, and it's basically a debug mode, therefore explicitly not meant for regular users (CS docs refer to it as something mod developers use). In that update it sounds like they made fps_override an official thing to play around with, so we allow that by definition. And libTAS's constant FPS that you can change on the fly to some other constant value, replicates what can be done via console, so it's allowed, as long as one only sets vars meant for normal play.
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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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.
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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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