Posts for FitterSpace


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Experienced Forum User, Published Author, Active player (416)
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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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Nice work! It's looking great so far! Someone posted in the Dolphin Development thread that you can avoid a lot of desyncs by playing the input file before loading a savestate. I don't know the technical details about it, but whenever you work on the tas, just play the .dtm file before you load your first savestate for that day. I had lots of problems with desyncs in Goldeneye Wii until i heard about that solution.
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Just wanted to give a brief update on the progress of this TAS since it's been almost a month since i finished the bunker level. I'm still working on it. Archives is the longest level in the game and optimizing it has been really hard. There is one particular room where you have to blow up all the servers to complete an objective. I have spent over 12 hours on just this one room. After getting through it, the objective did not complete. After lots of trial and error, i found out that it doesn't count a server as being destroyed if you blow it up too quickly. It takes 7 frames and 2 bullets to destroy each server. Shoot on the first frame, wait 6 frames, then shoot another bullet. If you just hold R and spray bullets, it takes one more frame and two more bullets (per server) for whatever reason. (There are 25 servers if i remember right) Unfortunately, the faster method where I only shoot 2 bullets instead of 4 doesn't work. It destroys the servers but the objective doesn't complete. So i have to resort to the slightly slower method (which i guess isn't technically slower since the faster method doesn't work). I've spent a lot of time on this one room and i'm pretty happy with my result. I also managed to destroy part of a server with the same bullets that were used to headshot two enemies. It looks really cool, but part of me is still upset that the faster method doesn't work. Anyway, i'm still making progress through Archives. I've been really busy with schoolwork and exams so i haven't had as much time to TAS as I would like. But now that's mostly over so I can get back to work. Archives is easily the most action-packed and hilarious level so far, so I look forward to finishing it.
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Unknown394 wrote:
About TASing on Dolphin: I recently received a question asking why it took me so long to do the run. Okay, so Wii is a modern console and even though Dolphin is already very mature, it's still a lot harder to TAS on than FCEUX or Snes9x. The Wii takes up lots of CPU, GPU and RAM of the computer and sometimes desync without a reason (in single core). Also, Wii has A LOT BIGGER memory than the NES and GBA and stuff, so savestates are gigantic. Every time I load a state (one re-record), the screen blacks out for five secods and sometimes load the graphics incorretly, so I'll have to either reload or undo the savestate, so that's why I only had twelve thousand re-records in such a long movie and worktime. And my computer is not bad. This is my hardware Processor: Intel Core i7-6700HQ @2.60-3.30GHz Graphics Card: NVIDIA GeForce GTX 960M RAM: 8GB
This is most likely an issue with your own computer. My computer is not much better than yours but my savestates load almost instantly. The only time it goes to a black screen and hangs for a few seconds is when my computer was on for many hours before that. Sometimes Windows 10 does some crazy stuff with the RAM, which i had a lot of problems with. Check the Task Manager and click on performance. If your performance is fine, then it could be an issue with dolphin. I'd recommend posting in the Dolphin Development post in the Gamecube & Wii Games section about it. Maybe a Dolphin developer can help you out.
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Just finished watching the run. I thought it was really entertaining. I think my favorite part was when you were bunny-hopping with the penguin suit. Funny stuff. I think this run is a good improvement over your first submission. It's a yes vote from me.
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Can someone explain what a Frame is compared to a VI? When i count frames in dolphin i always look at VI. I'm not sure what either one really means.
Experienced Forum User, Published Author, Active player (416)
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What characters would be chosen for each cup in a 2-player TAS?
Experienced Forum User, Published Author, Active player (416)
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Kurabupengin wrote:
Yay! Project's not dead! That car sequence was so fast damn...
Just wait until you see some of the later levels. It's gonna be so crazy. There are so many new skips and strategies that several RTA runners have beaten the current published TAS (ignoring loading times since they were really inaccurate when that TAS was made) Edit: I should have mentioned that this level is 12 seconds faster than it is in the current published TAS
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We stopped working on the Nightfire TAS for quite a while, but we're back. Gamerfreak5665, Aleckermit, and I are resuming the 007: Nightfire TAS. Here 's a video of what Aleckermit has done with the 3rd level, Enemies Vanquished: https://www.youtube.com/watch?v=ETw6xaTeYhI
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jlun2 wrote:
FitterSpace wrote:
That's a shame. Does this game not run very well on dolphin? I haven't had any desync issues with my games on dolphin 5.0.
I would like to add that it was mentioned 3 months ago that there's a bug that (can) cause desyncs. Not sure if it may be the case for what happened to the WIP.
I remember someone posting about that on the Dolphin development topic. From that moment on, i always play the .dtm file before loading a savestate from the movie. If i understand the bug properly, that should prevent it from happening, right?
Experienced Forum User, Published Author, Active player (416)
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That's a shame. Does this game not run very well on dolphin? I haven't had any desync issues with my games on dolphin 5.0.
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keylie wrote:
FitterSpace wrote:
Is there a difference between any of the characters?
Yes, there are several differences. The one that matters here is that Rayman cannot suicide itself by pressing A, as opposed to the other characters. A level transition is triggered when all characters either enter the door or are dead. Because of this, Rayman usually enters the doors because the others characters can suicide themselves rapidly.
oh that's really interesting. I didn't know that. That makes complete sense now.
Experienced Forum User, Published Author, Active player (416)
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Is there a difference between any of the characters? Maybe if one character is low on lums, you could push that character to the front so maybe it could balance out better, assuming there is no difference. I assume Player 1 starts out in the front so that would probably lose time. Otherwise, this TAS is looking really great so far. Very entertaining.
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Just finished the Bunker level: https://www.youtube.com/watch?v=2GxYH0Qh_RY (It took me a while to finish this level because I was busy with exams last week.) This is longest and most entertaining level so far. There are lots of really cool headshots, a hover, and a waiting section where I get to have a lot of fun with the shotgun. This is what I would consider the turning point of the game. All levels prior to this had a lot of story cutscenes that broke up the good gameplay. From here on, each level will have a cutscene at the beginning lasting roughly one minute, followed by several minutes of cool gameplay. Some levels (like this one) have some short cutscenes between different sections but most of them don't. I think everything until the first breach is pretty straightforward. It just focuses on optimal movement and killing enemies as quickly as possible. It's very important that I maintain stealth through this level since enemies can come from basically anywhere and do a ton of damage to me or get in my way and waste time. After the breach, I get the nightvision goggles and equip them. Otherwise this section of the level would be pitch black. After killing some enemies and defusing a bomb, I do a really cool hover that lets me get down to the lower section earlier than intended. Unfortunately I can't complete objectives here and the next area won't load if I do this hover. However, we can backtrack to the intended checkpoint which will fully load the room I hovered into. The hover looks like it saves a lot of time but it really saves about 3 seconds. If we didn't have to backtrack, it would save a lot more time. The waiting section in this level is really cool. I have about 50 seconds to do whatever I want, and i really take advantage of that. Some of the later levels have very similar waiting sections and they will be just as entertaining as this one. The rest of the level is pretty straightforward. Optimal movement, killing required enemies, body armor. I take a ton of damage for the rest of the level because of enemies shooting me from a distance. I could kill them but it really wasn't that much of a problem. There is a ton of body armor in this level and it barely loses time to pick any of it up. I ended the level with just barely enough health to survive, so that was pretty good. Overall, i'm really happy with my result here and I can't wait to see what the rest of the game is like. If you like this level, you're gonna love Archives. It's just like this level but it has a solid 10 minutes of non-stop action. Stay tuned.
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I thought the TAS was really cool. I haven't heard of this hack but it looks really fun. It's a yes vote from me.
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Awesome run! Definitely a yes vote from me.
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Dude that is amazing. Are you going to do any more levels?
Experienced Forum User, Published Author, Active player (416)
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Just finished the Outpost level: https://www.youtube.com/watch?v=dnn16QuITRA This level is pretty straightforward. My only two objectives are to break open 5 weapon crates and pick up the flight recorder. Other than that, my goal is to sprint through this level as fast as possible. There are three enemies at the beginning that need to be killed. If i didn't kill them, I would almost immediately lose stealth and get swarmed by armored guards. I need to conserve as much health as possible since I won't be getting any body armor. With this in mind, I was able to just barely make it through the whole level (I was one hit away from death at the very end). My movement may look strange in this level, but the level geometry is very different than it appears. The rock walls that you see all over the place are way bigger and sharper than they appear. Some parts of the ground cannot be walked on, either. So my movement may look weird but it was necessary. This level takes place during a cross-fire between the Russian military and the Janus Special Forces. I was able to run through some large, open areas since most of the enemies were busy shooting at other people. The only enemies I killed were ones that were required, or enemies that were in my way. I can pretty much ignore everybody else. I picked up a sniper near the end of the level and used it to kill a particular enemy. This enemy also has a sniper and he almost always killed me when i was out in the open. It probably would have been possible to kill him with the AK-47 but I chose to use the sniper since it didn't lose any time. It was also pretty entertaining to finally get a quickscope in this TAS. As far as i'm aware, this is the only point in the game where I can use the sniper without wasting time. I spent so much time working on the last 5 seconds of the level (before getting to the final door). My health at this point is so low that basically any enemy anywhere on the map could kill me in a few shots. My movement was so carefully planned to minimize damage. I'm moving in very specific ways so I can dodge as many bullets as possible. It looks really simple but there is a lot going on with enemy manipulation. Crosshair placement, movement speed, and my direction will directly affect how much damage I take. I wasn't satisfied with my original result so I re-TASed the final part again. In the end, I was one single hit away from death when i reached the final door. I'm very proud of the result I have here. The next level, Bunker, is also pretty straightforward, but it has hovering so I can't wait to show that off.
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Derakon wrote:
Yeah, this is looking great! The carrier entry was pretty WTF: I was thinking "I don't remember being able to walk on this...wait, he just went through a wall!" The rest of the level looked very clean, too. For any future "autoscroller" sections like the elevator, though, you might consider letting some goons live a little longer instead of killing everything ASAP. Bond can afford to toy with his enemies, right? :) Assuming it doesn't cost you time of course.
That's a good idea. Kinda like the enemy during the cutscene in facility. I'll keep that in mind for any future waiting sections (there's still a few of those left)
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Just finished the Carrier mission: https://youtu.be/8FeIdMd1QMg Carrier is a really awesome level. It starts off with about 2 minutes of boring stuff but after that it gets crazy. There's a huge room right at the beginning that has a ton of bad guys in it. You're intended to slowly kill all of the enemies and use your phone to unlock the gate. But enemies are really not a problem in a TAS so I just run past them all. I take a ton of damage here but it's worth it since the second half of the level is mostly stealth. It's also faster to kill enemies later in the level than it is to kill them here. I have some time to kill after using the phone so i moved behind cover to reduce damage taken. I get out an SMG after going through the next room since it makes killing enemies much faster. I always kill enemies in-between sprints since you can't shoot and sprint at the same time. It takes barely any time to kill enemies here with the Sigmus 9. When i get to the aircraft carrier, i do the first useful hover in this run. Hovering is done by mashing A and B sequentially. A is to sprint and B is to reload. By mashing these two buttons very quickly, you will cause Bond to fall down slower than he normally would. This only works when going down stairs and its use is limited since you can't skip checkpoints. This hover allows me to get on top of the carrier and get to the second floor without going to the first floor. I haven't timed this hover precisely but it saves at least 10 seconds. It also prevents enemies from spawning in that room, which is convenient. (I shot a bullet before doing the hover so my sprint would be long enough to complete it. For me to have enough energy to sprint long enough for the hover, i had to cut off an earlier sprint and shooting is the fastest way to do that.) Another huge time save in this level is falling down the ladders in this level, which i didn't know was possible until now. I knew it was possible in other levels but i couldn't fall down these ladders when i initially routed this game. I also found a really cool trick that saves a few frames when it's done. After shooting, there is a certain amount of time before you can reload, sprint, equip the silencer, or use the cellphone. This delay lasts for about 8 frames (if i recall correctly). However, it is possible to cancel that delay by pressing L for one frame, waiting one frame, then doing the action you wanted to do. This saves ~6 frames each time this is done, which is pretty nice. I don't know for sure how much time this would have saved in the previous levels but i don't remember having any problems with this delay before Carrier. But I know for sure this will save some time in later levels. At 3:30, I go into a room with 3 different objectives. 2 of these objectives require using the cellphone and 1 of them is to defuse a bomb. There is a guard in front of the bomb, which i must kill before vaulting over the rail later on. I kill him with 1 headshot as soon as i can (I could have shot him earlier but a headshot from farther away would have not been enough damage to kill). Then i use the delay cancel trick mentioned above to get my phone out sooner. While i'm waiting for the phone to finish doing its thing, I pick up some very convenient body armor. I kill the next two enemies then cancel the delay again to complete the next phone objective. Then i disarm the bomb and get out of there. After rescuing the last hostage, I go to the cargo bay, which is a pretty difficult room in a real-time speedrun. But this isn't a real-time speedrun, so it's not very difficult. Once i get to the button at the end of the room, i have to wait for the cargo lift before i can go to the next section. This gives me lots of time to play around and shoot some bad guys. I switch to another SMG to make this room a little bit more fun. The rest of the level is very straightforward. The movement at the end may look strange, but it's only because the camera is moving around while explosions are happening. This where the game starts really picking up. More action and less boring stuff from here on. The next level is Outpost, which is pretty fun. I'm really proud of how the TAS has been going so far and I can't wait to start working on the next level. Edit: updated the video with a higher-quality version.
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Yeah the cutscenes kinda ruin the mission, unfortunately. The next level will be a lot more interesting since there is only one cutscene at the beginning. It'll also have hovering in it!
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I want this to be published so bad. I really hope someone manages to get the .dtm to sync. Gamecube TASes have been so good lately and this is no exception. That's a yes vote from me.
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I just finished the Nightclub level: https://www.youtube.com/watch?v=0PZ9PpO_8Eo The first 5 minutes of the level are extremely straightforward. Move from point A to point B as quickly as possible. One major difference between Nightclub and the first three levels is that Nightclub contains a lot of smooth turns. Going up the first set of stairs at the beginning is an example of this. The first real trick in this level is manipulating Sgt. Garcia's spawn point (Garcia is the woman in the pink dress at 2:05 in the video). She can spawn in three different locations. One spawn point is faster than the other two because she is closer to her destination. I got really lucky while making this TAS because i didn't need to manipulate anything. She was just already in the optimal place so I was able to continue normally. After the cutscene where Zukovsky dies, I have to go back into his office to complete an objective. There is a safe hidden behind a painting in the office. For some reason, the camera just decided not to move to Bond's location as he opens the safe, which causes a really funny graphical glitch. It almost looks like i'm using Free-cam here. After completing the first objective, i move through the nightclub toward the next checkpoint. There really isn't much to say about this part. It's just all about optimal movement. The breach sequence (at 5:17 in the video) is the next interesting thing to happen. I shot the three closest guards first since they do the most damage to me. There is another guard in the back that i shoot last. I had to shoot him in the head three times since this game has damage drop-off (enemies farther away take less damage than enemies up close). I couldn't move during the breach so i had a little bit of time to reload before regaining control. As i move through this room, the next door opens and three guards are on the other side. But there was a major problem here. If i killed the guard in the middle, the door would close (which loses time because i have to open it). But the collision from the guards prevented me from moving through the door without losing a ton of speed. So I killed the guard on the left and something very weird happened. The door closed itself then immediately opened again. As the door closes, the guard in the middle is pushed through it. (This happens at 5:28 in the video). I was able to use my crosshair placement to manipulate where the guard ends up. I'm not really sure why that happens, but my crosshair at this point was a little more to the left than i would have liked it to be. I apologize if it looks a little strange but the guard would have respawned directly in front of me if i didn't. I managed to run past both guards and get through the door very quickly and i'm pretty happy with that result. After collecting the body armor, i need to go into a certain room to complete an objective. Here is the situation: Four guards will spawn in the room with the objective. Two of those guards will run to the next room and the other two will stay in that room. One of those two guards will hide and the other one opens the door and starts shooting at me. As he opens the door, i was able to kill him and the two runaway guards as soon as they spawn. But there is an interesting situation with the two runaway guards. They run to a certain hiding spot in the next room. You can shoot a fire extinguisher to kill both of them in 1 shot instead of 2 shots like i did in this TAS. So why did I kill them now instead of later? In the room i'm about to go into, there is an objective which requires the cell phone. I can't get out the phone until after pressing A to open the door (so i got the phone out as soon as possible in this TAS). I had some time to kill the two guards before i was able to open the door so i didn't lose any time from killing them sooner. If i would have killed them later, i would have had to aim toward the fire extinguisher and shoot (which means i couldn't be sprinting at that point) so it would have lost frames. Anyway, I have some time to kill here since i can't open doors while i'm using the phone. I also couldn't open the next door before completing the objective since it closes as soon as you move away from it. In this time, I was able to show off the fact that one of the guards doesn't even know i'm here. Pretty funny. The rest of the level is all about optimal movement. I have to go pretty far out of the way to complete an additional objective, but it is required on 007 classic. This means I have to go through the large room at the end twice. Nothing I can really do about that since it's required. Overall, i'm really proud of the 7:23 time and I can't wait to see what's possible in the later levels.
Post subject: what if TASVideosChannel on YouTube gets copyright strikes?
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I've been routing a game that has a lot of copyrighted music in it, and i've gotten lots of notices from youtube about the music in the videos i've uploaded. How would TASVideosChannel prevent parts of videos from being muted or removed in a tas they upload?
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How does the modification work? Also, does this sync on an unmodified dolphin build? This would make TASing co-op games much easier.
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