Posts for scrimpeh

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As usual, it was a glorious WIP. I love how you simply ignored the spikes in the Clock Tower. You were much like the crazy nastyass honey badger that way.
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Editor, Experienced Forum User, Published Author, Skilled player (1407)
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I'm not sure why the ETF2L bans so many weapons. In fact, I remember most weapons were just fine in the Highlander seasons a few months ago. For the record, most competetive TF2 is played 6v6, and usually consists of 2 scouts, 2 soldiers, 1 medic and 1 demo. More than one medic or demoman at the same time is prohibited, as are more than two of the same class for any other class. It's very restrictive to begin with, and banning weapons isn't a long way off from there.
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YoungJ1997lol wrote:
hegyak wrote:
For those of you not in the know, competitive players BAN (not allow) some weapons into their games.
Why the hell would they do that?
I remember the Sandman was banned from 6v6 in its early days, because two skilled Scouts would be able to absolutely decimate the enemy team using them. The ban has since been lifted. I think that nowadays, class-specific sets are banned. That is to say, you can't equip all items from one set at the same time, though I'm not sure what the exact reasons for that are. I'm also talking about highlander here, I'm not sure whether it also applies to 6v6. To give you a simple answer, it's because of two reasons: 1.Disturbs the balance of the game a lot. 2.Not easily available to everyone.
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YoungJ1997lol wrote:
Back on topic: http://steamcommunity.com/id/8151997/stats/TF2 And a quick invite: 2fort tommorow 6pm est. Anybody can make it. IP: 66.150.214.170:27015
Let's see... an American 2fort 24/7 instant respawn server. I think I'll pass that one up, thank you.
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Dada wrote:
scrimpeh wrote:
YoungJ1997lol wrote:
I'm still a f2p n00b. I've played the game for only 4 months. Soon as I get to premium I'll buy a key and achieve myself a crate.
Why would you pay money for that? Why would anyone pay money for that?
You've been playing the game since before it was f2p, so ironically I've spent less money on it than you.
I am perfectly fine with paying money for a game. In the end, it provided me with several hundred hours of entertainment, so I can say it was a good deal. Purchasing a key for a crate however nets you a virtual item for a mostly secluded economy. In most cases, you will also be able to obtain it by finding or trading the item without paying any real money, and hats, misc. items, paint and all the other useless pish they've added over the years are only cosmetic to begin with. As far as I am concerned, it's a confusing mess, and the less I'm involved with it, the better.
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YoungJ1997lol wrote:
I'm still a f2p n00b. I've played the game for only 4 months. Soon as I get to premium I'll buy a key and achieve myself a crate.
Why would you pay money for that? Why would anyone pay money for that?
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Mothrayas wrote:
Part 2: Link to video .FM2 Yeah, Hell Wheel kind of dominates everything.
Why do you take damage on the lasers early on? Does it make Hell Wheel go faster?
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This was a great improvement. I love how you managed to 100% such a big game in such a short amount of time. I did like how you used bombs to assist your one-sided wall-jumping, and the space-jump in conjunction with the speed booster was awesome to watch - far better than chaining a million shinesparks. For me, the boss fights were an especial treat to watch, with the glitchy Yakuza battle and the Omega Metroid battle standing out. However, I strongly, strongly, disagree with the choice to go for ingame time over real time. Any other run is judged by real time as well, and while not as bad as, say, Mega Man 9 weapon switching, I found the pauses to be rather awkward. As you said yourself, the ingame-timer is inaccurate, as the difference adds up over time, and the completion time in the credits doesn't even show your seconds. It isn't enough to be a deal-breaker for me, but I do think future runs should orient themselves on real time. Same goes for Saturn's RBO run, by the way. Yes vote overall.
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So, now I actually wanted to try La-MuLANA with hourglass, and it turns out I can't run the game at all. If I hit "Run and Record New Movie", hourglass processes for a while, but after that, nothing actually happens. Task Manager shows the process lamulana.exe to be running, but I'm not getting an actual game window. Neither does the frame counter advance. I'm using hourglass-r81 and Windows 7 64-bit. I tried everything suggested in this thread and hourglass' compability list to no avail. This is the hourglasslog.txt file after trying to run the game once. Please help, as I'd really love to TAS this game. If more troubleshooting info is required, I'll provide it to the best of my knowledge. Thanks.
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YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
What?
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Very nice improvement, I enjoyed the new strategies a lot. Also glad to see Super Metroid still has some lifeblood in it - yes vote.
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This is officially the worst thread on this site.
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This was a fairly nice improvement. Voting yes.
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More sights courtesy of reckless zipping in Block 4-4. The last screenshot is the only one in which it is possible to complete the stage without dying. In any other case, you are trapped. Since the glitched worlds can be affected by random input, I can't trust snes9x 1.43's emulation accuracy on these observations, however.
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I'd like to see this Hack TASed as well. I haven't played it myself yet though, I only know it from videos.
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Fundamentally, I'd like to see this run published. It's a well known game and a tightly optimized run that utilizes glitches to break the game beyond what the creators of the hack anticipated. I'm only kind of disappointed the run doesn't visit the special world, but oh well, can't have everything.
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People still play TF2? I used to absolutely love that game, played it since early 2008 with an accumulated 584 hours. Then of course, Valve proceeds to gradually ruin it over time. The game had a good run for me, but I rarely ever play it these days.
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Bisqwit wrote:
scrimpeh wrote:
Every color in the RGB colorspace (covering the entire spectrum of human vision)
Sorry, but that statement is incorrect. It covers the entire spectrum representable by a 24-bit RGB display device. Please refer to this image about color gamut. The larger gray shape represents the range of colors that an average human can see. The triangle represents the range of color perceptions that an RGB display can generate: much smaller than the human range of perception. (Reference: R. W. G. Hunt (2004). The Reproduction of Colour (6th ed.). Chichester UK: Wiley–IS&T Series in Imaging Science and Technology. ISBN 0-470-02425-9.)
Oh, my, I did not know that. I retract my statement regarding that matter.
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ElectroSpecter wrote:
Spikestuff wrote:
amaurea your image lags my computer when scrolling down D: A+ good job :D
I have problems scrolling past it as well. I have to ask, where does the interest and knowledge of these colorspaces come from? I'm guessing there's something special about these images, but I'm not sure what.
Every color in the RGB colorspace (covering the entire spectrum of human vision) has to occur in such a picture once and only once. I'm not entirely sure what kind of algorithm would generate such an image, but it is surprisingly neat to look at.
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Doesn't SMWCentral require a hack working on bsnes to be accepted these days? I'd say that's for the better of it. What's the point of a hack if it only works on inaccurate emulators?
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Why am I not surprised a thread regarding Art results in people posting technical accomplishments regarding meta-level matter such as colorspaces? Can't say I mind.
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Barely knowing the game at all and not having seen the previous run, I quite enjoyed this run. It was very fast, looked very well planned and tightly optimized for a game that looks pretty complex and elaborate. It's just a shame the dialogue scenes, pause menues and shop calls were unskippable, but it didn't get as much in the way of the run as I had anticipated. Yes vote, obviously.
Post subject: Emulator netplay for multi-author runs and research
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Sincerest Apologies if such a topic already exists, but I have not found one like it. We've seen our fair share of multi-author runs and TASers livestreaming their work, for the sake of insight or entertainment (...I guess there are people who like to watch others TAS), but such an approach has got several downfalls. I imagine that a lot of effort could be saved by integrating netplay properly into rr-emulators, with one or more people being able to witness live TASing. Not only would it save a lot of processing power and bandwidth, but it woud allow people to see the emulator window without the quality loss (and potentially less delay) of a livestream video. Most of all, however, it would allow watchers to participate in the making of the TAS and research of the game, by, for example, monitoring RAM Addresses, handling Lua scripts or maintaining spreadsheets and other ancilliary files independently from the TASer. Additionally, game control could be passed between players, allowing them to quickly and easily switch roles. Implementing such a feature would likely also include the functionality of sending savestates and movie files on the fly between TASers. I don't know just how much effort it would be to create such a functionality, but I assume that it's going to make co-author runs a lot easier and a lot more involved. What do you guys think? Tl;dr - Rerecording emulators with netplay support. Y/n?
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YoungJ1997lol wrote:
i heard this one song, it sounds like kiss but there's synthesizers so it cant be that
What an utmost informative and concrete description you got there. Oh, well, here be something very 80s. Link to video