Posts for moozooh

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Both of you succeeded in degrading the discussion, thanks.
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It wasn't. IIRC, it was Xkeeper who voted no on hero's TAS, and he voted yes on this.
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Valid point. Though some (if not most?) people still play for ego. However, even considering that, I'd like to quote myself for clarity:
moozooh wrote:
But its main goal as I see it is to encourage TASing activity and production quality.
(…Not to encourage playing for ego. Though it might help those who do.)
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I can see a problem with that, in devaluating the opinion of a player of "lesser rank", so it should be noted separately and not encouraged in any case. Either way, I still think the possible advantages outweigh the possible disadvantages.
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Fabian wrote:
I'm not in a Warpesque mood at the moment, so instead of restating everything that's been said I'll just say that I agree with JXQ and point you to his post instead. But to sum up, ranks (or titles) = crap, kinda stupid, and unnecessary. And also, [18:23:03] <Fabian_> so about this forum rank [18:23:13] <Fabian_> let's put everything else aside for a second and just focus on this point: [18:24:01] <Fabian_> with this Expert Player forum title avaliable, people who don't have it will suddenly become hugely motivated to produce multiple excellent TASes, to gain this extremely prestigious word "Expert" under their name, on the discussion forum? [18:24:10] <Fabian_> I don't really see this happening [18:24:29] <Fabian_> what I see happening is the following: no one cares I don't mean this in an obnoxious or condescending kinda way, I just think this is what would happen.
I don't see myself dying in a few days, either, though I might be suddenly killed on numerous different occasions even while going out on a walk, as it sometimes happens. The point being that until something happens, you can't be sure what would be the result. Also, "no-one cares"? The hell?.. People care about recognition of players who contributed many wonderful runs, as you can see in the topic I linked to in the first post. You see people caring about existing runs. Some people will care, anyway. Would it hurt if the achievements will be rewarded (or at least recognized)? I don't think so. As I said, at least some people will be encouraged to reach a new goal, so why not give it to them. Also, think about it the other way: the western society puts considerable significance into career and self-advancement, but without any ways to aspire, would there be any point in such thing, at all?
Kyrsimys wrote:
This is completely unrelated to this thread. The point I was trying to make is that I think ranks should not be something people strive for. In my opinion they should be informative and help new users see who has done what on the site.
One doesn't deny the other. Also, I see no problem with people striving for ranks — if they're doing it by contributing things valuable to community, that is.
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laughing_gas wrote:
To me, veteran player sounds a bit better than expert player.
Veteran player sounds ok to me. Another idea would be to encourage quality of the runs with one rank ("expert" or what have you), and the large number of runs which are on par with "expert" quality with another. For example: • 5+ runs (no matter what game) with quality calculated using Baxter's formula = "expert"; • 10+ runs with that quality = "veteran".
mmbossman wrote:
Something I've wondered about for some time is finalfighter having a rank of Master Ninja. Why only him, and how is that any different than Ninja? I have no problem with a very few select people having a Ninja ranking (although a better definition may be needed), and I agree with a expert/veteran/pimp (ha ha) player ranking, but Master Ninja? Sorry, I just don't get that one.
Yeah, that is a common question. It's hard to explain it, really, because there's no explanation that would suit anyone.
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Baxter wrote:
I do have a suggestion to avoid all of these problems, use this formula:
Yeah, I like that idea because it would help players whose average rating is bogged down by the outdated runs (oftenly produced prior to implementation of tools crucial to success).
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Phil, Genisto, Nitsuja and all those people who have (or will have) custom ranks are obviously exempted from the list. Regarding the number of movies: perhaps so. But note, that the players in the table above already have at least 7 people as well.
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Kyrsimys wrote:
So are we supposed to believe that this is a complete coincidence? ;)
Bisqwit was once a self-proclaimed ninja, but it was him who granted that rank to other players. It isn't surprising that people who contribute much (and contribute good) to the site discuss rewards for others' contribution, too.
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Today Baxter, adelikat, JXQ and I were discussing user ranks, and there was a point that we currently have only two ninjas (a rank that is granted selectively and subjectively, although hardly arguable in the light of each ninja's achievements), and a whole lot of simple players ("active player" is just a forum rank, it doesn't mean the user is active as a player, rather that they're active on the forums). So some of us decided it would be kind of neat to give people another interesting goal to strive for in TASing, so I came up with a bit of technical data and logic base for a possible new rank I'd call "expert player", which is granted semi-automatically (as with "player"), rather than manually (as with "ninja"). Keeping in mind the existance of topics like "I call for a Top 10 All-Time TAS authors list!", it would also give a simple and open way to reward the most active and thorough TASers (see below). But its main goal as I see it is to encourage TASing activity and production quality. The semi-arbitrary criteria for being an expert player would be • having an amount of published non-obsoleted runs of different games more or equal to 5; • having an average tech rating on all the published non-obsoleted runs (including runs of the same game) more or equal to 7.5. Rationale. Having a great number of runs is one of the main criteria to show that you're indeed able to TAS and have experience in TASing. However, having lots of runs of the same games wouldn't show diversity (making you an expert of one game, rather all-round expert), hence you need to have runs of different games published. I decided not to include the obsoleted runs into picture due to possible difficulties with low confidence rating of the movies obsoleted before rating system became popular (though I agree it might have left some players out of the picture as well, so it's open for discussion). Requirement of an average tech rating is where its subjectivity can help, since it more or less represents the voters' (= community members') opinion on whether any given run is good enough technically (even if it isn't very entertaining, which doesn't tell much about the quality of a TAS at all), and thus, the player's perceived achievents on that part. In short, it can show whether the community thinks the player is a good player — an expert. Since a player is given the expert status, it should not be changed (the amount of published movies can decrease due to obsoletion in the future, but that shouldn't affect the player's actual achievements). To sum up the formula variables to consider: 1) the number of published runs (currently 5); 2) the number of different games been run (currently 5); 3) whether to include obsoleted movies (currently not); 4) the average tech rating to achieve (currently 7.5); 5) how to round numbers; 6) whether to include other variables or exclude existing ones. A small table of player "nominees" based on the number of published solo runs and the formula described above (note that my math can be a little off, so feel free to correct me): adelikat — 16 runs of 15 different games, average tech rating: 139/16=8.7; Walker Boh — 15/13 runs, ATR: 114.2/15=7.6; Randil — 13/13 runs, ATR: 108.9/13=8.4; FODA — 11/11 runs, ATR: 86.3/11=7.9; JXQ — 10/10 runs, ATR: 83.4/10=8.3; Acmlm — 9/9 runs, ATR: 75/9=8.3; Baxter — 8/7 runs, ATR: 68.1/8=8.5; SprintGod — 7/7 runs, ATR: 52.4/7.5; TheAxeMan — 7/7 runs, ATR: 55.6/7=7.9. Discuss. :)
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You're free to start. :D
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There's a lot of things to consider before changing the site's orientation like that, including the fact that being published on TASVideos is not the main criterion for others to be able to watch a run, the fact that the site is maintaining a high standard of quality which keeps adjusting to the modern tools and players' experience with them, and the fact that the site, the bandwidth cost and movie storage service is maintained almost solely by Bisqwit himself.
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Also, your "reliable recording application" is an emulator called FCEU. It's all there in the FAQ.
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Please remove the link to ROM, it's forbidden here. >_>
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I think all complaints will be eventually sorted out when people start taking the "Did you like watching this movie?" question literally, instead of interpreting it to their liking.
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ZeXr0 wrote:
PS : it's not a speed run but a TAS run. Speed run usually refer to real-time playing, and TAS refer to Tool-assisted video.
TAS refers to "tool-assisted speedrun". "TAS run" means "tool-assisted speedrun run". But my point is, when a person talks about a TAS on a TAS site and refers to it as a speedrun, why does it have to come down to nitpicking?
Kyrsimys wrote:
I don't know the game but somehow I don't think "side-scrolling" and "a perfect candidate for a run" should be in the same sentence.
Side-scrolling != auto-scrolling. SMB is side-scrolling, just so you know.
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I say this still should be 2-players. They create so much chaos on the screen that's really awesome, who cares if the half an hour long run will be longer by 10-15 seconds because of that?
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laughing_gas wrote:
http://speeddemosarchive.com/yabb/YaBB.pl?board=sda_site;action=display;num=1099037810;start=1#3
Ok, two instances of a borderline script used in a hard part of a map among a hundred of more-or-less normal demos, this is so totally like a TAS, and so totally like a run that is based mostly on such scripts. There's an issue of a broad generalization in such logic, don't you agree? There's still a lot to perfect in those runs, especially in 100% ones (they still find minutes of mistakes there).
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The point of missle is to miss its target! Abulutly!™
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Yeah, it would be more of a silver bullet fired at a broken leg, just to remind the user of its misery a few times per second.
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Deep Loner wrote:
They do indeed "stich together" demos from individual levels, but health, armor, weapons, ammo counts, etc. are carried over -- they have special tools to edit demos and a mod that enables custom starting statistics just for this purpose.
Just checked the most up-to-date run I have (Qd100Ql2): E1M1 ends with 14 shells, E1M2 starts with 25 shells; E1M4 — ends with 35 HP, E1M8 ("Ziggurat Vertigo", comes after E1M4) starts with 50 HP… I'm pretty sure it was done to give players some leeway in the amount of expendables they have to deal with when running their maps "out of order" (unless it is a Quake feature I don't know about).
laughing_gas wrote:
I meant as in the many scripts they use.
All of their scripts emulate real-life conditions, though (unlike inhuman bhops used by Spider-Waffle), so they don't go beyond what's possible in realtime.
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emu wrote:
combat attacks are much more damaging compared to weapons (jump- or slide attack 10p/frame, fire+chaser 6p/frame, fire+lightning 5p/frame) -> more variety
Actually, less variety. If one attack does more damage, it will be used predominantly to save time. When many attacks do the same amount of damage, the author can use any of them (more variety!) and not lose time. I think it's good. And yeah, I'm very excited about this run as well. I see you're being thorough (the number of rerecords exceeding frame count already in the beginning of the run says much) with it and keeping both characters busy with different things, so keep up the good work! I added it to the list of movies I'm looking forward to. :)
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Regarding controls… I use WASD for action buttons and arrow keys for d-pad (which results in some kind of a reversed gamepad). Most of the time I assign them so S is a jump button and D is attack. Pressing three buttons with at least two of them on the same row poses a problem (until I find myself a good USB keyboard), so, for instance, in Super Metroid I assign attack to numpad 0 to be able to press and hold it with my right pinky. Frame advance is assigned to right ctrl. Regarding the prep work… After all the large-scale preparations (making yourself familiar with the game, route planning, etc.), I would first try to gather all the technical info on character's interaction with the game (a process I'm curently doing for Super Metroid). That includes finding memory values for position and speed (if there's any acceleration), boss HP values and all that kind of stuff. It would save a lot of testing and bruteforcing later on, and also prevent some mistakes (I've learnt it the hard way, heh). Regarding the process… Depending on the segment's complexity, I use 3—5 savestates for actual play and up to 4 for referential points from other movies. F5—F8 — references; F9 — beginning of a zone/level; F4 — beginning/ending of a complex segment; F3 — checkpoint; F2 — anchor/general duty slot; F1 — general duty slot. That's all, I guess.
Post subject: my take
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By funtionality used in TAS production: I. Engine-based (Doom). II. Primitive rerecording: savestates + slowdown (Famtasia, old DOS versions of ZSNES, etc). III. Expansion: bulletproof rerecording + frame advance (FCEU, Snes9x, Gens, VBA, maybe Mupen). IV. Technological advance: memory watch, ROM disassembly, using bots and macros, easy movie splicing (Mupen lags behind, yet again). V. ??? VI. Profit! By coverage: I. Engine-based (Doom). II. Cartridge-based console emulation with rerecording. III. Bulletproof optical media-based console emulation with rerecording (first PSX and Sega CD, later other platforms) and arcade machines emulation (Neo Geo, etc.). IV. Bulletproof computer systems emulation with rerecording (Atari ST+TOS, PC+DOS, Amiga+AmigaOS, etc.). V. Creating universal enviroments that would allow to TAS virtually any applications?
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laughing_gas wrote:
The QdQ movies are already practically tool assisted.
…Except they actually aren't, unless you mean "they look as if they were tool-assisted". On the other hand, if they manage to find almost a minute of mistakes in QdQwav, it only makes me want to see how much more will a TAS uncover. Also, don't forget that they have to stitch demos together to avoid inconsistencies, so the amount of health/armor/ammo doesn't transfer exactly between most levels. A TAS won't have this advantage, which will pose as an additional challenge to overcome.