Posts for Fredrik


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almostmatt1 wrote:
Honestly I'd first like to practice more before attempting it. I'm reasonably confident in my TASing ability and am certain I'd be able to improve the 14:02 by at least a few minutes, but I want to be as sharp as possible to squeeze out every tic I could and there are some areas that I'd like to work on before feeling as though I'm as good as I'd like to be. I feel like Doom 2 UV-Speed would be "the big one" and I'd hate to feel as though I could have done better, which I probably would if I attempted the demo now. What we should all hope for is that Vita decides to do a Doom 2 UV-Speed TAS! He's a freakishly good TASer and IMO if he made one it'd be the closest thing we'd have to being considered unbeatable.
Yes, that makes a lot of sense. Have you considered collaborating with Vita? If you plan to do something more "casual", I know I'd enjoy some TAS UV max movies. They are fun to watch even when they are not optimized down to the last frame (say, 90% optimized instead of 99%).
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Doom 2 UV speed is the big one, if you can pull it off. The current best complete TAS (14:02 by RamboBones) is far out of date. There's a faster WIP of the first 20 maps by xepop, now also way out of date. 38_ViTa_38 made a TAS of the first 10 maps a couple of years ago, but it doesn't have the zero press on map07 (and IIRC missing a hypothetical lift trick on map06).
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Looks like 1 second could be saved on e1m3 by manipulating monsters to keep a door open, and perhaps on e1m5 (door to the central room) too?
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By the way, despite all the obvious big and flashy tricks in this run, my favorite "wait a minute, that's not how physics works" moment is the humble overhead CWJ in the three musketeers room.
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This has been my most anticipated thing since Sniq announced that it was going to be a thing. It delivered and more! The sheer amount of new trickery going on here is mindboggling. Easily a 10/10. I also agree that this makes the current RBO kind of pointless. True, the graphical glitches are a bit jarring at first, but I didn't mind at all when I watched a second time. There's something special and pure about "normal" movement executed perfectly in this game, but there's still plenty of that left in the run, with the totally broken rooms just adding icing on the cake.
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Taco wrote:
scrimpeh wrote:
yo what's that fall speed in the vertical corridors god damn
It's pretty weird, and I refuse to believe it hasn't happened to someone by accident at some point
I don't know, I feel that the number of people who play SM with moonwalking on is comparable to the number of people who eat Snickers bars with fork and knife or wear mismatched socks deliberately.
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Does it play back on console? If so, the console output would be better. (If not, the run is arguably dubious anyhow.)
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Joined: 12/7/2005
Posts: 149
Location: Sweden
Taco wrote:
Aran Jaeger wrote:
As in the IGT run would be by far more not an IGT run anymore than the RTA run wouldn't be an RTA run anymore.
I guess you're right, yeah. For those who don't understand, an IGT as low as 2-4 minutes or so (I forget) can be obtained with pause abuse, so it's a far bigger tradeoff than usual.
If anyone actually has that recorded, April 1 is coming up... :-)
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Intuitively I think the set of allowed glitches should be the same for all the "classical" categories (low%, any%, 100% and RBO), but I don't have a strong preference either way. In any case, I'm very interested in the final result.
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Referring to negative integer overflow as underflow is perhaps a bit unusual, but I wouldn't call it incorrect. A quick search on Google Scholar shows plenty of technical papers that use the word in this sense, so there's certainly some precedent. The thing is, terms always evolve to fill new niches. The important questions to ask are: does it give the right intuition, and does it avoid confusion? It makes sense that "underflow" is the inverse of "overflow". And since floating-point underflow has no analog in integer arithmetic, there's no risk of confusion; underflowing an integer could only mean one thing. So why not co-opt the term? Sure, in a context where you'd have to deal with mixtures of floating-point and integer variables with overflows and underflows every which way, you might want to choose more specific terms, but right here I see no problem whatsoever. Off-topic discussion aside, awesome TAS!
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It might be time to abandon the one-time publication model and embrace continuous revision...
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Joined: 12/7/2005
Posts: 149
Location: Sweden
Now that is what a submission text should look like.
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Joined: 12/7/2005
Posts: 149
Location: Sweden
Props for pulling off this huge project amazingly well. The livestream commentary was great. With all the extra minutes due to TAS timing compared to the real-time record, I wasn't actually expecting sub 2 hours until right near the end, when things got very exciting! Out of curiosity, roughly how much time could be saved with all known optimizations that didn't make it into this run?
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OmnipotentEntity wrote:
jlun2 wrote:
That reminds me, any news on the 1000$ bounty that was posted a while back? I don't follow news of this game very often.
The prevailing thought is it's not an exploitable glitch, but instead it was a cosmic ray bitflip. The Y position does not seem to have changed to the ceiling, but instead to a value that is a single bit flip from the original Y value.
The solution is obvious. We just need someone to code a universe emulator, and then someone can make a TAS in which Super Mario 64 is played on an emulated physical N64 and the RNG of the universe is manipulated to produce the cosmic ray consistently (the system requirements for such an emulator could be a problem, but should not be much worse than BizHawk).
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Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html) As far as difficulty goes, Ksutra is much harder than Plutonia but somewhat easier than the hardest maps of Hell Revealed (it has been called the true spiritual successor to HR, and I'm inclined to agree). If you ask me, it's one of the most fun ultra-hard megawads to play, having a lot of gameplay variation and even a fair dose in-game (sometimes off-color) humor. It definitely has a LOT of monsters (map28 alone has over 1700 of them); this speedrun just avoids most of them.
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BTW, I think 'Cyberdemon (also AV) can open "coloured" doors.' is not quite accurate. The Cyberdemon is on the unlocked side, and any other monster in that place could have done the same thing. The Doom 2 map27 trick where the AV opens the door while being on the locked side is different.
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sexy WAD, sexy TAS, yes vote
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Joined: 12/7/2005
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Killing the animals? You really should add "Abuses death" to the Game Objectives.
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There is a TAS of Sunder, but be warned that it's not optimized: https://www.youtube.com/watch?v=-nb0E65eVi8
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Aqfaq wrote:
Fredrik wrote:
"doom.exe -skill 4 -fast -respawn -turbo 10"
Hahah, indeed! Player now moves at 10% of the normal speed. I wonder if this is the ultimate hardest setting? Can you think of any setting to make the game even harder?
"-file sunder.wad" :) (or -file hr2final.wad with vanilla Doom) -solo-net (-net 1), i.e. coop as one player, can also be harder, depending on the map (this adds more monsters, but also more weapons and powerups)
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Aqfaq wrote:
Bisqwit wrote:
And again with the not-highest-possible difficulty level...
Interestingly, Nightmare isn't the hardest skill level. We can start Doom using these parameters: "doom.exe -skill 4 -fast -respawn"
Oh come on, that's not even challenging. "doom.exe -skill 4 -fast -respawn -turbo 10" is how the game was always meant to be played.
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Apart from the well-known void glide on E2M6, not as far as I know. There must be other maps where you can get out of bounds, but there probably is none where you can reach the exit. I would at least presume that people have checked all the maps thoroughly by now. Of course, it's always possible that everybody managed to overlook something. First of all, you need a map with both a strangely angled corner and an exit switch that can be pressed from outside the exit room (or an exit-on-death damaging sector like in E1M8), which limits the possibilities quite significantly. (The trick could also be useful if you had a map with two corners that allowed you to enter the void and leave it again, but that's even less likely.) But even if you can get out of bounds, you're not free to move around arbitrarily; the engine always thinks you're inside some sector. Sectors basically "bleed" their floor and ceiling heights out to infinity. So you'll typically just be completely blocked due to a closed door (height-0 sector) or a too large change of floor heights somewhere between the point where you can enter the void and the exit switch. E2M6 is a rare exception: the corner where you glide into the void is very close to the exit switch, and everything nearby has the same floor height. There are closed doors nearby, but the geometry happens to be such that they don't block you (roughly speaking, there are always open sectors closer to you). E1M8 also happens to work out. Still, considering that the E1M8 trick was only discovered in 2015, who knows what's left to find...
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Experienced Forum User
Joined: 12/7/2005
Posts: 149
Location: Sweden
Akse wrote:
Dimon12321 wrote:
Sorry for a question, but will you TAS the 1st episode? Is there any improvement in Andrey Budko's attemp?
If you guys really want it. Entryway did a fantastic job! It's nearly perfect and there's practically no room for improvement. But since there is a new trick in e1m8 that has been discovered i can try it.
It is a very good demo. But don't forget that the e1m8 trick means you can use a lot more rockets in e1m6 and e1m7, which should allow you to get past some crowded areas faster (if not, you could maybe still save a second by not picking up the rockets in e1m6). Really curious to see if you can save time elsewhere.
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Seems all right to me!
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