Posts for Bisqwit


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> samurai goroh Why did the page refresh suddenly? I haven't put there anything that should cause an auto refresh. Regarding the blunder repetition, Gorash answered your question. Congratulations for being the first person to solve 11-2! I tried it a few times but I always ended up forming a 3x3 cube of goals in the bottom right corner of the goal area that could not be filled. > Gorash Congratulations for being the first person to solve 5-1! Also thank you for reporting on the cookie size problem. I'll see what I can do. Also thank you for the suggestion regarding the movie_add() function. I might implement it as you suggested. EDIT: I compressed the cookies a little. > xebra No, it does make sense. When you want an LLD, and the game gives sometimes LDL and sometimes LLD, you now have a 50% chance of getting that LLD you wanted for. With the non-random code, it's possible that there's a 0% chance of you getting a LLD in that situation. > Warp Thank you for pointing out that the middle-click kick mechanism was broken. It allowed starting a kick during walking, which was then rejected by the server. I have fixed this feature now. However, due to the nature of the fix, the middle-click kick is now slightly less useful than the normal method of kick, because you need to hit the exactly right time frame...
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BoltR wrote:
If you type bisqwit.iki.fi into alexia it gives you the ranking for iki.fi (Basicly a huge DNS provider for Finland). Which is ranked 50000.
Not huge.. 16250 members currently, and a mere small fraction of them have *.iki.fi domains - the rest are only enjoying redirections. But yes, Alexa gives stats for whole iki.fi, not just bisqwit.iki.fi. (Reference: The member list at http://www.iki.fi/iki/jasenet-nro.html )
Post subject: Re: Making money off the site
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flagitious wrote:
Bisqwit, I have noticed that recently there has been bandwidth problems, and that your traffic rank is abouth 50,000th. This is a very high rank and if you wanted to you could probably make over 10,000$ a year with a rather small amount of ads on each page. This may go against your principles, and might piss some people off, but I believe you deserve it, to at least pay your expenses for the site. I bring this up because I recently had a job that was programming for an affiliate marketting company/ search engine optimization company / google ads. So I saw how much money some of sites make and it was really surprising. Anyways I quit that job because I hate web programming, but oh wells.
Thank you for your ideas. First of all, I don't know what does "traffic rank of 50,000th" mean and how you came up with that number. I've been thinking of various ways to profit, nothing really serious, but just on the idea level. Google ads, t-shirts, etc. But I personally think that all of it is just too much hassle. Google ads, for example, for a small site like this, pay too little that handling the cheques they send would be worth anything. At our company, we host one free dictionary service, which has more visitors than my site, but the amounts we receive from Google are rather minimal, and the cheques often arrive too late so that they can't even be claimed... Currently there's one method of money source on the pages. It doesn't seem to bear much fruit at all, but on the other hand it needed nearly no effort to set up. I'm not trying to rule out possibilities, but rather, to point out that it feels like too much effort to go on and try it. :I
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I usually run btfriend like this: while :;do ./btfriend.py;sleep 2;done I.e., in a loop, in case it crashes, and with a 2-second restart delay in case the error is a permanent one that would eat the CPU to death if it wasn't that delay.
Post subject: Re: A mouse aiming finetuning feature
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xebra wrote:
you could go LDL and end up facing the right direction, but you'd have only 0.033 seconds in which you could press D without experiencing delay. If you do LLD, then you have 0.2 seconds in which you can press D without experiencing delay.
With the change I did, instead of never getting that chance, you actually might get that chance occassionally.
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I'm inclined to vote yes, too. I watched part from the beginning with mixed feelings. It's very interesting to watch, and the play doesn't have mistakes that I as unexperienced player could spot, but I think that I should play the game myself before spoiling myself with this movie...
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Blublu wrote:
12-5 is mine! Muahahaha!
That's a really evil map :o Hehe, there's a blunder in your movie.
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That's... LONG :I
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Wanted: An animated GIF (four of them for four directions) for the kicking action. It should be at least 0.5 seconds long (with the kick execution timed into the 0.5 seconds position), and provide some visual clue to when the kick is over. The animation must not loop. It can be 4-20 frames long, and it should fit into the same graphical style as the existing animation frames in Peterbox. Here are some reference pictures: Peter standing still towards the four directions: http://bisqwit.iki.fi/jsgames/peterbox/player/91.png http://bisqwit.iki.fi/jsgames/peterbox/player/88.png http://bisqwit.iki.fi/jsgames/peterbox/player/3.png http://bisqwit.iki.fi/jsgames/peterbox/player/0.png Peter pushing a box towards four directions: http://bisqwit.iki.fi/jsgames/peterbox/player/8.gif http://bisqwit.iki.fi/jsgames/peterbox/player/14.gif http://bisqwit.iki.fi/jsgames/peterbox/player/96.gif http://bisqwit.iki.fi/jsgames/peterbox/player/102.gif For backwards compatibillity, it should be designed in 16x16 size and scaled to 32x32 without antialiasing, and of course it should use the same colour palette etc.
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OmnipotentEntity wrote:
Falling through things with the pogo stick is normally not allowed, and phasing through the bosses isn't either
Can you elaborate on these? Of the other tricks you mentioned, I can't count them as "abuses programming errors in the game", for they seem to be too minor or simply not meaningful for the run. The pogojumping the snow could be considered, but I have memory of having performed it in real time years ago and there could be some reason why it wouldn't count as a glitch.
Post subject: Re: A mouse aiming finetuning feature
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xebra wrote:
PS - Did you do this to eliminate the pathing bug in your bot?
No. I did it just out of utter inspiration. > PPS - Please eliminate clicking in the middle of the square, just make it turn to the side we clicked closest to. Why? > PPPS - Are you sure you eliminated the delay? I've been trying unsuccesfully for 30 minutes now to shave > a frame off of 1-4, and I just keep getting 5:70 over and over again. In fact, I'm not sure. I merely made it turn to the desired direction when the traversal is over. > PPPPS - Can you eliminate the randomness from the mouse pathfinding algorithm? For example, after the first click on 1-4, > sometimes Peter will go LLD and sometimes he will go LDL. It would be convenient if when traversing a completely > unobstructed rectangle he would minimize the number of turns, and make the straight approach > to the target square in the target direction be as long as possible. (So in my example Peter would go LLD.) Why would I do that? As Warp pointed out, it has no effect to the time. I added it deliberately for fun. Edit: Oh, and I fixed the movie fast-forward key "F" which was broken since a while ago.
Post subject: A mouse aiming finetuning feature
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I added a finetuning feature to the mouse aiming. When you click the left side of a square, Peter will walk to that square and face left. When you click the top side of the square, Peter will walk to that square and face up. And so on. Clicking near the middle of the square will act as it did before. Skillful players can use this feature to avoid the 1-frame facing-change-lag that often occurs between mouse-aiming and pushing. In fact, all facing delays can technically be eliminated with this trick. The middle mouse button can be used for "kicking", but apparently it also invokes a "<load link from clipboard and load that page>" feature in Mozilla, effectively unloading the game. I don't know how to disable it from Javascript. The same also goes for arrow keys if there are scrollbars present on the page.
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Vatchern wrote:
Kopernical, If you ever do read this, In your movie, Geminiman stage, JUst before Protoman, how do you stop your slide?
It appears that the same effect can be achieved by pressing Back for 1 frame to interrupt the slide, then Forward+Down+A for 1 frame, to start a new slide immediately.
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What programming errors were abused?
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Even the added precision would help a lot...
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I suppose I would have to know something of this "texas ranger" to understand the joke. Edit: I missed the last line when I rot13-decoded it.
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Omega wrote:
Bisqwit wrote:
x264 has a lossless mode too.
But it's not genuinely lossless, is it? I believe that the saturation data is lossy, or something like that. It sure does look very good, though.
Well, yes, it's lossless in the limits of the colourspace. I think the colourspace used by x264 is YCbCr with 4:2:2 chroma subsampling. Perhaps even 4:4:4. It would be truly lossless only if there was no chroma subsampling. I think that such option is not supported by the H264 format. I'm also not sure whether the RGB->YCbCr conversion is lossless. If it isn't, some colours might change an unnoticeable amount.
Post subject: Re: Help with Super Mario War
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two52 wrote:
if you hold down jump how long (in frames) does it take mario to land again? How fast does a fireball move horizontally? How fast does mario accelerate when holding turbo? What is the gravity constant? How high does a star bounce? When mario hits a hard block from below, how fast does he bounce away from it? The list goes on and is pretty long, but I think it would only take an hour or two to get it done.
All depends on lag, I think, and there likely is no "gravity constant" either, but instead I'd believe vertical movement is based on a combination of speed tables & a counter. No, I have never analyzed Super Mario World in that detail. Or did you really talk about Super Mario War? I have never heard of that game...
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Movie desync bug fixed. (It was caused by the movie compressor accessing wrong variable when it tried to update the cached state of player facing.) New submitted movies should work okay.
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samurai goroh wrote:
Sent the vid :) , now you can watch it & maybe find what's the deal.
Well, the movie desyncs for me at the point you go handling the leftside blocks.... I liked the strategy up to that though.
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I don't understand where this message comes from. I'll remove it now temporarily until it's solved. So resubmit the record.
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AngerFist wrote:
H264 is a great codec. It almost produces (at least for me) the same original picture quality of a certain game. Do you understand now? Do you compute? Or do I have to draw it for you?
No... what does H264 have in common with N64? And what does that all have to do with me?
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Zurreco wrote:
AngerFist wrote:
MY GOD!! now that some H264 quality shit!! Wish Radix did that, thank god for Bisqwit. Yo Bisqwit, thank you, you, god bless, god speed Bissy!
What are you talking about?
I second that question.
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TSA wrote:
But the playback?
When making the AVI, the computer creating the AVI may be as slow as it needs to be. It doesn't matter if a 20 minute AVI takes 6 days to encode. It will still be seen in 20 minutes.
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Ouzo wrote:
What is holding N64 emulation back? Do we need a open-source emulator?
Yep