Posts for FitterSpace


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Experienced Forum User, Published Author, Active player (403)
Joined: 3/30/2012
Posts: 403
I can't believe this is a real game. Yes vote.
Experienced Forum User, Published Author, Active player (403)
Joined: 3/30/2012
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Alright, i'm back, and my computer is working. Unfortunately my graphics card overheated. I feel like an idiot because I didn't clean my computer like I should. I cleaned my computer sometimes but nowhere near as often as I should, so dust built up in the GPU fans and caused it to die. But now I've upgraded from the GTX 780 to the 1050ti and my computer is working well now. But i've learned my lesson about cleaning my computer. Anyway, i'll be working on the start of Cradle this weekend and should have the TAS finished by the end of May, but I'm not gonna rush it. I'd rather take a little longer to make this last level as good as possible than to finish on a deadline.
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Thanks! I've been having a lot of problems with my computer lately, I think windows is messing up on me. My computer just seems to crash randomly. I always keep backups of everything (including all my TASes) so I won't lose anything, but i took my computer to a repair shop to get it fixed. I imagine reinstalling windows should fix it, so that's gonna set me back a few days. Hopefully everything works fine. Edit: I don't know for sure if windows is the issue, but that's what I think it is. I just hope it's not a hardware failure
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I just finished the Solar level: https://www.youtube.com/watch?v=Ll5ifdDobk0 I was able to save a ton of time with the new sprint cancelling technique. To do this, simply interrupt your sprint exactly half a second before it ends. Then you will be able to sprint almost immediately afterward. It won't work if you cut off the sprint earlier than that and it is slower to cut it off later. I believe sprint cancelling saves roughly 1 second per 6 seconds of movement. You can interrupt a sprint by reloading, shooting, switching weapons, aiming down sights, falling, or slowing down for 1 frame. Reloading is the most convenient way to cancel a sprint, but it causes the screen to blur for a few frames because of some crazy depth-of-field thing the developers put in the game. It's really annoying, but disabling fog in dolphin gets rid of it. I'll make a comparison video today to show you what it looks like without disabling fog. Anyway, I'm really proud of the result I got here. Lots of fast movement, fast killing, and fast hovers. There is also the one and only checkpoint reload in this entire run. After completing a phone objective, I did a hover to fall down and skip going down a really slow elevator. You can only finish the level by going back and getting the checkpoint at the bottom of the elevator, then restarting from that checkpoint. I think it saves 15-20 seconds of real time. Only one more level left: Cradle. Cradle is the longest level in the game. the IL world record is a little over 12 minutes, but there are a ton of cutscenes and quick-time-events, so it shouldn't take too long to TAS. At this rate, the TAS will be finished and submitted to TASvideos by the end of May.
Experienced Forum User, Published Author, Active player (403)
Joined: 3/30/2012
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does the current fastest any% route work on N64?
Experienced Forum User, Published Author, Active player (403)
Joined: 3/30/2012
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In a game i'm TASing, the fastest form of movement causes the screen to blur for a few frames once every second. In Dolphin, disabling fog removes the blur and also makes the game look better by removing a few other filters. This movement technique wasn't known until recently so most of the levels in the TAS don't do it. Is it possible to request that the official TASvideos encode disables fog in the later levels for entertainment reasons? I'll make a comparison video between fog vs. no fog once I finish the level i'm working on.
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I just finished the Jungle level: https://www.youtube.com/watch?v=ZfkGNOBCXkY This TAS beats the Jungle level on 007 Classic difficulty in 6:36, way faster than I expected it to be. The two objectives in this level are to destroy all of the drone guns and blow up the ammunition caches. At the start of the level, I do a hover around the left side of the plane to skip going around it. Hovering is a glitch that allows you to climb over certain obstacles by sprinting and reloading repeatedly. This hover saves a few seconds of travel time. I lose stealth for a moment here but it's not a big deal. After vaulting over the log, I sprint into the wall to skip a long animation where bond slides down a steep slope. By sprinting into the wall here, Bond will fall all the way down instead of doing the animation, which saves a few seconds. I do two hovers in the waterfall area (3:07). These hovers let me climb up to the next area instead of going the normal way. I destroy two drone guns and kill a few enemies before going on to the next section. I also do a hover at 3:30 to save a few seconds. The area at 3:40 is one of the more complicated parts of the level. There are two drone guns and two ammunition caches i need to destroy here. I shoot one drone gun while turning to the right when i enter the area. There is an ammunition cache to my right, but I can't destroy it right now or else it will explode and kill me. The fastest way to destroy the cache without dying is to go down the stairs a little bit, turn around, then shoot it. The TAS does this pretty well. (It's possible to shoot the ammo cache from other places, but this is the fastest way to blow it up). Then i go down the stairs, destroy another ammunition cache off in the distance, then shoot a nearby drone gun. After vaulting over the railing, I turn to the left and run toward a closed gate. You're intended to use the smartphone to hack the lock and wait for the gate to open. However, it's possible to hover over the wall around the gate and skip doing that. This hover was theorized to be possible but we didn't know for sure until I TASed it here. Thankfully, it's completely possible. The rest of the level is really simple. Sprint to the end and kill Xenia. I'm really glad I was able to do this level pistol-only and without picking up any armor. This TAS looks really clean, and i'm proud of the time I got here. There are only two levels left: Solar and Cradle. Also, I chose not to use the new Sprint Cancelling technique in this level since I was almost done with it when that trick was found. I will start sprint cancelling in the next level, Solar.
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https://www.youtube.com/watch?v=Lm4ZTl1HJA0 As far as I can tell, this is the optimal way to move in Goldeneye Wii, and it saves about 1 second for every 6 seconds of movement. Obviously, this is huge for a speedrun and a TAS. So now i'm in a pretty tough spot right now. I will most likely continue the TAS and submit it, since I'm almost done anyway. I'll probably come back and make another GE Wii TAS once i'm done with another project I want to work on.
Experienced Forum User, Published Author, Active player (403)
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So this movement tech just got found: https://www.youtube.com/watch?v=PycHK_vxkrU You can reload before your sprint ends to save time on movement. It allows you to sprint more often than you would be able to otherwise. I don't know anything about the trick other than the fact that it's possible. I assume this would save quite a bit of time over the whole game, which kinda sucks for me since i'm nearly done with the TAS. There have been quite a lot of new improvements found in earlier parts of the game, so it's possible that i'll eventually make another Goldeneye Wii TAS that obsoletes the one i'm almost done with now. But because TASing takes such a long time (and this is a 2-hour game), improvements will almost certainly be found during the TASing process, so i'm not too upset about it. It's just something i'll have to implement in the future.
Experienced Forum User, Published Author, Active player (403)
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-Screw the code, I got glitches!
I've never seen this game before, but that line of text made me want to watch this. The TAS itself is pretty cool, too. Yes vote.
Experienced Forum User, Published Author, Active player (403)
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Dave Mirra: Freestyle BMX 2 doesn't have a true % counter, but it does have a maximum number of "respect points" that you can get. You get the max respect by completing all of the challenges, competitions, stunt jumps, and breaking all the records. Does that count as 100%?
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I finally finished the Memorial level: https://www.youtube.com/watch?v=qrgb_p9dHAI I apologize for the inactivity. I've been busy with my classes and the 007: Nightfire TAS took priority for a little while (no, that project isn't dead. Gamerfreak is working it now). But I had a ton of free time this weekend so I spent a lot of time on this TAS. Memorial is a pretty straightforward level. The first 3 minutes of the video is mostly focused on stealth. This saves time because enemies don't spawn and get in my way. You can see an example of losing stealth at 2:25 in the video. This didn't actually cost me time since I was able to get through the group of enemies. However, in most cases it does so I avoided getting caught when possible. Every enemy killed was required to maintain stealth. Starting at 2:45, stealth doesn't matter anymore. This is because keeping stealth from this point on would be slower than just running through all the enemies. I ran into the building and secured the room as quickly as possible. After the cutscene, I need to complete the first additional objective (higher difficulties have more objectives). I kill every enemy possible and complete this objective. There was one enemy left over but it's not a big deal. Now the Night Vision section begins. The rest of the level, starting here, is easily the hardest part of the entire game. I used to speedrun this game on 007 classic and it wasn't uncommon for me to spend 10 minutes here. This TAS makes this part look like a cakewalk. The room at 3:45 is a weird one. It's the only room in the entire game that forces you to maintain stealth. If you lose stealth, you fail the mission. After vaulting over the railing, I shoot two enemies to my right who will definitely see me later on. There is some quick body armor I pick up, then I kill two more enemies before completing the next objective. This is where stealth is very important. There is one guard who, sadly, is impossible to kill before getting the armor or completing the objective (without wasting time). This enemy will always see you when you have your phone out because the phone makes noise (but apparently shooting 4 bad guys doesn't). Unfortunately, it is impossible to get past this guy before putting the phone away, so I masked the waiting time to the best of my ability. After taking the picture, i turn around slower than i could have and move to the next area slower so I put the phone away 1 frame before he would have seen me. Looking back, I think i could have done a better job with this by being closer to the objective when i took the picture, but my inputs here didn't lose time so it's not a big deal. When I start putting the phone away, I start moving at full speed again. All that's left is one objective, then a final run to the end. Overall I think this level turned out pretty good. There are only three levels left now! Jungle, Solar, and Cradle. Jungle is gonna be great because there is a ton of hovering which completely breaks the level. Stay tuned.
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The Still Alive part blew my freaking mind. Well done.
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I watched the TAS reveal on twitch. While I'm not too familiar with DK64 speedrunning, I thought this TAS was really fun to watch. I also like the choice of a clean cart instead of starting with stuff already unlocked. The TAS is really entertaining, so it's an easy yes vote from me.
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I've been waiting on this submission for a long time. I enjoyed watching your WIP's so much. I'm going to watch the video before I vote, but it will surely be a yes vote from me Edit: Watched the run and I'm gonna vote yes. There are long loading screens and level skips, but that isn't the TASer's fault, so i still think it's a great TAS.
Post subject: Tomorrow Never Dies
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I've spent a few days routing this game and it's actually pretty fun. It's not as good as Goldeneye or The World is Not Enough but it's still a really fun game. Right now there are no useful time-saving glitches but if a way to clip through walls or doors is found, it would save 15-20 minutes depending on how it works. I am currently the only person doing RTA speedruns of this game but I would definitely consider TASing this game once i'm done with my Goldeneye Wii TAS. There are quite a few 007 games on my list, and this is one of them. Currently, my best time on agent difficulty is a 43:21 but i could save a few minutes with more practice and better optimization. I personally think a TAS of this game should be made on Agent (easy) difficulty since it would be more entertaining than the hardest difficulty. The only difference between difficulties is the amount of damage enemies deal. I've never TASed a Playstation game before but I would definitely be up for it. I've created this thread just for people to talk about this game and for me to post about useful time saves I find in the future.
Experienced Forum User, Published Author, Active player (403)
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Derakon wrote:
Looking good! The tank level is pretty sharp, though I forget how to tell how close to death the tank is. Looks like it has regenerating health even on classic mode? Nice job with the ammo use in Station. Who needs to reload, anyway? :)
Thanks! I forgot to mention that Tank is the only level with regenerating health, even on 007 classic difficulty. You can tell how close to death the tank is by how much fire is on the tank. The point where the TAS is closest to death is at the circle part on the highway.
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I just finished Station: https://www.youtube.com/watch?v=g34dPD5uXeQ This level was really easy to TAS. The entire mission has only one objective - get to the end of the level. The hardest part of this level was optimizing the breach at the end. I originally did that part with the Assault Rifle but i didn't realize how much faster pistols actually were for breaches. Using the machine pistol saved over a second, which was really cool. After the breach, I have to shoot 8 locks to get out of the train. I only had four bullets at this point, but you can shoot in-between two locks to shoot both of them with one bullet. Do this four times and you can shoot the eight locks with four bullets. It doesn't matter how quickly you do this part since you have to wait a certain amount of time before the final cutscene starts anyway. As for the rest of the level, there really isn't much to say about it. The entire level is simply going from point A to point B as fast as possible. The only thing I had to be careful of was my ammo and my health. Thankfully, there are two quick sets of body armor that let me run past as many enemies as I could. Only four levels left to go! Memorial, Jungle, Solar, and Cradle. The TAS is currently at ~1:13:00 and had roughly 35 minutes left to go.
Experienced Forum User, Published Author, Active player (403)
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I just finished Tank: https://www.youtube.com/watch?v=DRd70E3eZ1o This level was really fun to TAS. It's the only driving level in this game so I had to optimize this level in a different way than all the other levels so far. Aleckermit has the IL record for this level at 4:08 on Operative difficulty. It's a really optimized run so I'm happy to have beaten the time by so much. The reason I save so much time in this TAS is because I found out that shooting the main cannon actually pushes the Tank upward. In most cases, this loses time so I try to limit the number of times I shoot. But there are three exceptions to this: 1) Going uphill. Shooting the main cannon causes the front side of the tank to raise up. This means that shooting before going up a steep slope will save time in most cases. You can also save time by shooting before falling down since the tank will land flat on the ground and keep moving. This is used many times throughout the level and saves frames every time. There are only two times where I don't do this. The first time being at the very beginning since I didn't have enough speed to take advantage of this. The second time was also near the beginning where I go (mostly) around a hill before the 2nd text box. 2) Sometimes you won't lose speed after shooting if you are on flat ground. Sometimes you do, so I only shot the cannon while on flat ground if it didn't lose time. An example of this is at the very end where I shoot some bad guys before completing the level. 3) Locking on to enemies while shooting doesn't cause knockback. I lock on to enemies when shooting normally would waste time or be more inconvenient for some reason. There are also times where I lock on to enemies for entertainment value since it's pretty funny when the rockets curve to blow up an enemy. intentional knockback is the biggest movement tech in this level, and it's really the only thing you can do to save time over just holding forward.
Post subject: When can we expect to see Source engine games on TASvideos?
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I saw this video yesterday: https://www.youtube.com/watch?v=vDX4zZcC5rw What is the difference between this and a TAS that we have here on this site? Would these movies sync up on other people's computers?
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Derakon wrote:
Ah, so that is what that text said! You turned away from it immediately after finishing writing, and while it came back on-screen later I couldn't make out what the second word was. Oh well. The playaround sections were great. I especially liked the part when waiting for the tank where you had four goons aiming at you, but there were several other good moments. Nice work! Too bad we have to say goodbye to the grenade launcher now. Nothing but bullets from here on out...
Yeah i can understand that. I should have shown the text on screen for more time when i went past it the second time. I was originally gonna draw "fuckin' 112 baby!" in reference to Ryan Lockwood's streets 1:12, but the game doesn't let you have that many bullet holes on the wall. I was really bummed out about that. There actually are grenade launchers in some of the upcoming levels. I know for a fact that Solar has at least one but It's pretty far out of the way, so the TAS won't be getting it unless an enemy drops one.
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I finally finished Archives: https://www.youtube.com/watch?v=rGTwVNHeHpk This level took over a month to finish. The main reason being that I had exams for two weeks after finishing the Bunker level. I still worked on the TAS during the weekends, though. For the past two weeks, I've been working on this level almost every day. I will be visiting my parents during fall break so I won't be working on the next level until I get back. Archives is one of, if not, the most action-packed levels in this game. Nearly every room has some kind of crazy aim-bot style shooting. My favorite part of the entire TAS starts at 4:20 in the YouTube video. I have to wait for an elevator for two minutes, which gives me time to play around with the enemies. I also wrote "rip sheldor" on a nearby wall as a shoutout to InfiniteSheldor. He is a real-time Goldeneye Wii speedrunner who helped me route this game for the TAS. I tried my best to make the waiting parts as hilarious and entertaining as possible. I also have to wait for another minute or so after the elevator, which gives me even more time to play around. I had a lot of fun working on this level and I hope all of you enjoy it. The next level is Tank, which is the only driving level in this game.
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He has posted on twitter in the past saying he's still working on it. I think he's been really busy lately with moving or something like that. I'm not too sure.
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dude that goblin movement is so fast. Holy crap the rest of the TAS is gonna be insane
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Couldn't Spider-man mode and green goblin mode be different branch categories? I'd like to see what's possible with both of them
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