Posts for Huffers

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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
upthorn wrote:
As matter of fact, overwriting the contents of one file with the contents of another is editing the file, even if it accomplished simply by using the DOS copy command, and even if the other file is included with the game.
I agree: If you add/remove/copy text lines in a file, you've edited the file, if you add/remove/copy files in a game, you've edited the game. But what if you can cause file-corruption from within the game? I think that should be allowed. Maybe you could choose a game-save path that overwrites game files or something.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
DJLO wrote:
quick question: how can i make my updated version go back to the release version?
Find L4d on DVD, install it, don't let Steam update it (uncheck 'let Steam automatically keep this game up to date'), and play offline. Should work I'd have thought.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Unbelievably awesome glitch-run! This run deserves several "wtf"s, and even some "omfg"s too :D It needs some subtitles or audio commentary that explains what's going on as it happens though.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Congratulations on finishing this, Sami. I've been looking forward to watching it for ages :)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
I managed to compile Gens on Linux, and hacked the source code a little to make it compile too. Also, I thought that Gnome widgets were cross-platform - that's why you can get the GIMP and Pidgin on Windows.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
He landed inside a wall, got bounced about then thrown out of the wall. The finish line happened to extend inside the wall though, so when he was bounced about he went over the line several times - thus racking up several laps in almost no time at all.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
I'm just firing up the emulator to watch this now... cstrakm - how did you manipulate the luck? I scripted snes9x with Python and made it go over the item squares every frame to work out what item would come when, I assume you did something similar...? Edit: Just watched it now. Bowser Castle 1: superb improvement! Mario Circuit 2: Saving the mushroom until you're starting was an excellent idea, I hadn't thought of that. Choco Island 1 & 2: Ahaaaa! The legendary super skip! Congratulations on breaking the game! One question: On Ghost Valley 1 it might be possible to skip the last lap faster by instead of going round again, twisting and dropping off the edge. Did you try testing this?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Comicalflop wrote:
meepers is a she. And trust me, she does not miss.
You're scaring me...
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
submission message wrote:
Furthermore, so far, nobody in the world has been able to write a computer program that plays Go better than an average club player.
"Mogo has an estimated 3-4 dan strength in 9x9 games." says Wikipedia I think 3-4 dan is better than an average club player, and this tas was played on a 9x9 board...
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Dromiceius wrote:
[url=]http://uk.youtube.com/watch?v=6nfigSWuh7o&mode=related&search=]Yoshi eats baby Mario, poops him out, and throws him away.[/url]
Wow. That was stunning :)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
KaitouKid wrote:
I dunno if it's been suggested by myself or anyone else because I cannot be buggered to look through the thread, but I'm suggesting X-Com and Terror From the Deep. If anyone can get through either without the effin' things CRASHING constantly -.-
I played X-Com UFO a lot on dosbox, and don't remember it ever crashing.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
asteron wrote:
After a few attempts I discovered a 3-repeller solution for lvl 50 that I believe is minimal. Though 2 -repeller might be possible with some good timing. http://img186.imageshack.us/img186/8360/podsko0.png This was my first attempt
Wow, very different to mine - and that 3-repeller solution looks stunningly clean!
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
My solution for level 50 Can anyone come up with any others?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
NMcCoy wrote:
I wasn't watching the keypresses, just going by the sound and apparent speed. Do you plan on teaching it to use items?
yes, hopefully I'll be able to teach it to manipulate luck, and to use mushrooms to long-boost.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
NMcCoy wrote:
That is interesting. Intriguing to see what sort of things it does (letting up on the gas, for instance)... Do you provide it with guidelines on how to navigate the track, or is it all based on the bot watching the track itself? And what are the discoveries it's made, or do you not want to give that away?
Does it let up on the gas? It shouldn't do... I thought it just sounds like it does during mini-boosts, but I haven't actually watched the key-presses to check. I give the bot a (really bad) set of waypoints to follow, and it moves the waypoints about optimising them. The discoveries it has made are the ability to skip laps by bumping into certain walls without hopping, and a way of making mini-boosts last longer.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Titus Kwok wrote:
Think about this: if you program your bot to abandon any control set that results in a death, say, there are probably quite a few that would run into that first goomba, so everything that came after that would be ignored. Every time you throw in something like that, you can probably knock a zero (or maybe a few) off the number of possibilities.
That's called pruning.
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bisqwit wrote:
FODA wrote:
I wouldn't buy that you've found the fastest route on SMB if you assumed it required pressing -> + B most of the time. What about the glitches we don't know about?
That's the killer in heuristics. It misses finding all the new glitches and little tricks that can be used to gain marginal improvements. A heuristic bot, that is programmed with the assumptions in mind that running right with B held and jumping to avoid bumping into platforms is the way to victory, would never discover the fact that jumping backwards accelerates faster than jumping forwards, when starting from zero velocity.
Thats what genetic algorithms and fuzz-testing are for. My Super Mario Kart bot has already discovered (and exploited) two new things I didn't know were possible in SMK. Don't know if it's on-topic here... but my bot is now doing quite well
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bisqwit wrote:
According to Finalfighter, there are many people in Japan who think that publishing video captures from video games breaks the (copyright?) law. Apparently, even someone has been arrested because of it. The copyright laws are much tighter in Japan than they are in many other countries. It can easily be seen for example by browsing the Japanese Wikipedia; it has no (or very few) image captures of video games (and very few images in general) because of the legal issues. According to Finalfighter, I-Filter is a software installed in many places where children might use computers, and as such, it takes a very steep line in which things to censor.
Yeah, but I-Filter didn't say "copyright violation", it said "illegal software".
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
SMB3 Damn that video got around
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
adelikat.com wrote:
Andrés (Andy) is a man of many musical talents. He is a composer, recording artist, sound/recording engineer, music teacher, guitarist, bassist, and pianist.
But not a web designer. Ugh - I hate having to scroll sideways. Also, check your purple/black edges: Should probably be more like this:
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bisqwit wrote:
I can't spot anything particularly strange in your output, I would have to test it myself. But this patch is basically a backport... (forwardport?) of my patch for snes9x-1.43, just applied in snes9x-1.51. I haven't got a chance to much test it yet. Maybe there are errors in it.
Ah well, thanks for the help anyway. I might have a look at the patch and try figuring it out later this week. Edit: Forget that - the patch is huge! It'd take ages for me to figure out. Edit2: I changed VIDEO to: VIDEO="touch /home/ajh02/called.txt" and the file wasn't created
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Bisqwit wrote:
Huffers wrote:
it doesn't produce mencoder.log either :(
Was mencoder perhaps not found then? Judging from your previous example, try putting "~/MPlayer/mplayer/mencoder" where it says "mencoder".
Already tried that. I changed the snes9x bit to point to the right snes9x too. I don't know what this "NESVSETTINGS" argument is that appears to be for mencoder, but it doesn't work either with or without it. If I change the last line of your script to echo the command instead of running it I get:
./snes9x -upanddown -videologcmd /home/ajh02/MPlayer/mplayer/mencoder         - -o '/home/ajh02/snes9x-1.51-Bisqwit/test0.avi'         -mc 0         NESVSETTINGS         -ovc x264 -x264encopts crf=0:me=dia:turbo=2:frameref=4 -vf decimate=4:64:128:1 -nocache         -oac mp3lame -lameopts mode=1:preset=71:aq=0         >&1 | tee ~/mencoder.log -autodemo /home/ajh02/pythonSnesBot2/marioMC1.smv /home/ajh02/pythonSnesBot2/sup.smc
(I think echoing it eats some of the "s)
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
it doesn't produce mencoder.log either :(
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Cool, I've got it to compile now, but how do I tell it when to end the video? I end up just doing ctrl+c in the terminal it's running in, and it doesn't seem to produce "test0.avi". it also complains about: /home/bisqwit/povray/nesvlogov5/logo_256_224_fXXX.png: No such file or directory (XXX counts up) Could that be breaking it?
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Experienced Forum User, Published Author, Former player
Joined: 3/23/2006
Posts: 211
Thanks, but when I try to compile it I get: "unix/nesvideos-piece.cc:14:16: gd.h: No such file or directory" There isn't a file called gd.h in the patch, and both "locate gd.h" and "find -name gd.h" find nothing. I assume this is some "gif drawing" package I don't have installed...
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