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solarplex wrote:
That was amazing! Did you do this all by yourself?
Dimon12321
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Want to know the details of encoding!
TASing is like making a film: only the best takes are shown in the final movie.
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Dimon12321 wrote:
Want to know the details of encoding!
I just dumped frames using microsoft video 1 so that I wouldn't run out of HDD space and then dropped the video and audio in Sony Vegas Pro 13. The audio became slightly desync'd from the video over time so I trimmed the audio during a couple of load times.
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Here's the 5th level, Cold Reception: Link to video
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Ohh man, this is juicy... At 1:27, was there a reason to wait while the door opens? Also, have we checked for desyncs? (I've been preoccupied to try any dtm files yet)
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solarplex wrote:
Ohh man, this is juicy... At 1:27, was there a reason to wait while the door opens? Also, have we checked for desyncs? (I've been preoccupied to try any dtm files yet)
That door has invisible collision until it's open a certain amount, similar to the elevator doors in Bad Diplomacy as I wait to exit them. If I started running forward a frame sooner I would have collided with the door. The whole run syncs for me start to finish, I'd be glad to send .dtm's to you for testing too.
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for sure, you can either upload on userfiles or I can attempt to figure out my skype lol
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solarplex wrote:
for sure, you can either upload on userfiles or I can attempt to figure out my skype lol
Just join the Agent Under Fire Discord chat. I'll PM you an invite.
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Small update here, this is the indoor section of level 6 where the hostages have to be rescued. I'm really happy about how it turned out as I thought up a couple of new strats that ended up working. (WARNING, audio is loud) Link to video
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Level 6, Night of the Jackal: Link to video FYI almost failed art class in highschool.
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Wow, this is one of the most entertaining things I've seen in a while lol. I couldn't stop laughing at level 2 where you just kept shooting civilian's tires for no reason. And that Lenny face... just perfect, lol. Awesome that the game works without desyncing now.
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Here's the driving portion of level 7, Streets of Bucharest: Link to video The jump at 2:16 usually triggers a slow motion cutscene of Bond's car soaring over the gap, but if you go under a certain speed then the game does not play the cutscene because it thinks the car has failed the jump and the game then resets the car's position to the other side at a dead stop. It turns out that the jump is just barely doable without triggering the cutscene and if you e-brake a certain way the game also does not reset your car's position. This trick, which was Fitterspace's idea, saved 48 frames over triggering the cutscene.
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I can't wait to see the whole TAS when it's finally done. Fire & Water is gonna be so awesome in a TAS.
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New WIP, including the last two levels that I haven't posted in this thread yet: Link to video Four levels to go!
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I'm still hard at work on this TAS, I've completed two levels since the above WIP was posted. I want to keep the remaining levels a surprise until publication.
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I've finished the TAS. Originally Solarplex was going to do the encode for submission (his Linux PC didn't show any graphical glitches in the FMV's like are present when I dump frames) but he seems to have gone inactive as of a couple of months ago? If I can't reach him soon is there anyone here that would like to make a 720p 60fps encode for me to do commentary over which will then become the video I include in my submission? FMV's look like this on my PC:
sack_bot
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Well, given that FMVs are going to have copyright claims and that they're not where the gameplay is ... I would, in that situation make it myself and note that the FMV is messed up
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
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sack_bot wrote:
Well, given that FMVs are going to have copyright claims and that they're not where the gameplay is ... I would, in that situation make it myself and note that the FMV is messed up
Yea, I think that happened with the Resident Evil 4 TAS. Just make a note of it saying FMV not included due to graphic error/copyright.
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sack_bot wrote:
Well, given that FMVs are going to have copyright claims and that they're not where the gameplay is ... I would, in that situation make it myself and note that the FMV is messed up
Do you think the video might be taken down if I leave the MGM logo in?
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Heads-Up: I'm submitting this TAS tomorrow morning with a commentated encode so be on the lookout :). Hope you all enjoy!
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Wow! Congrats on finishing this you guys!
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Great! Glad you got this finished!
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Just listing some improvements found since the TAS was submitted, for documentation: 1. In Fire & Water's second section, you can land on the zip line and then jump to an exposed corner of the oil tower. From here, simultaneously tap up on the control stick and jump with a certain rhythm and Bond will speedily climb the tower and be able to land on one of its arms just under the padlock and cut it, ending the level. This skips waiting for the elevator to come down and saves 20 seconds. Because this skips killing many enemies, it may rob the TASer of the gold reward (I haven't tested). To prevent this, the TASer might have to make a little time sacrifice in section one to kill more enemies. https://youtu.be/ONnbqq3O28c 2. In Forbidden Depths you can get the CH-6 rocket launcher from the second forced-stop by shooting the two Malprave video monitors and use it to beat the boss quicker because its rockets travel faster than the RH-6's. https://youtu.be/k819N2B_BDU?t=192 3. Also in Forbidden Depths, you can use the shotgun or rocket launcher to flip Bloch's railcar over at the start of your 1v1 confrontation with him and it will go airborne as it goes down the first slope. With good RNG manipulation you can make him land upright behind you. Then, if you shoot his railcar again just before another downhill turn, he will be slowed down but then rubberband to catch up to you, slamming into your back at the bottom of the slope. This backboost saves about a second. No video for this at the moment. 4. In Poseidon, the player can activate the elevator and then move backwards to jam the door as it closes. This allows you to leave the elevator about 5 seconds earlier. https://www.twitch.tv/videos/273521027?t=17s
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Some recent discoveries in this game have opened up a wealth of movement options. We've always known this game runs on the Quake 3 Arena engine, but air strafing wasn't known to be possible until this morning. https://youtu.be/KzeRNFCIm6o Here's a much more tame version of strafe jumping/bunny hopping that would be used in most places in a full-game run. This is how it would look without using grenades to gain speed: (this was my first attempt at TASing this movement so it's not as clean as it should be. But I'm able to do better than this now that I understand how the movement works) https://youtu.be/-nrXagzRjSc If you're interested in how strafe jumping works and the math behind it all, this is the perfect short video to explain everything. It does a much better job of explaining than I ever could: https://youtu.be/rTsXO6Zicls Even though Agent Under Fire is a console game, the same logic applies here. Basically, you strafe while moving the C-stick toward the direction you want to go, then jump at the right time. Strafing in the air makes you gain speed over time, so this is great for wide-open areas and long straightaways.
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https://www.youtube.com/watch?v=F-AifXLkLAw Here's how you'd move through most of the game optimally. Frame data (may need tweaking): Begin running forward until you reach 315 speed, JUMP and hold MAIN STICK FULL LEFT until 340 speed, then add C-STICK FULL LEFT for 10 frames, then C-STICK NEUTRAL for 1 frame, change MAIN STICK to FULL RIGHT and C-STICK to ~150 until facing your original destination point (when you were running straight forward), increase C-STICK to FULL RIGHT for 10 frames, then C-STICK neutral 1 frame, change MAIN STICK to FULL LEFT and C-STICK to ~90 until facing original destination point (when running straight forward), repeat process at "increase" but with mirrored directions. This took me from 315 base speed to around 630 within this distance. If you need to turn during travel just let the C-stick drift at the 90 / 150 speed until pointing where you want to go instead of straight ahead.