Posts for Rising_Tempest

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Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Just the individual axis would suffice, I wont be using left/right or up/down, I believe.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Well, since a keyboard isn't analog, I have to set how far the joystick is pressed manually in the input (this accounts for at least 90% of the re-recording process). The only place I've found to do this sets the range for the entire joystick. Meaning I could press, say, Up 45% and Right 45%, but not Up 45% and Right not-45%- This is why if you watch the input I aim horizontally, then vertically to line up shots (very rarely does diagonal aiming get me where I want to be aiming at a perfect diagonal). Meaning that to be moving forward at 99 on one stick and strafing at 99 on the other (max speed), I would have to make all my aiming at max speed as well (=no accuracy). Using a controller would be way too tedious for my liking, I like that I can choose how far the joystick is pressed, rather than "feel it out" on an actual, joystick. Sorry if that was too confusing >_<
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
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Is it possible to individually assign the range for each of the four main directions of the analog stick, rather than all four at once?
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
It would be irritating to set up the keyboard for domino, since one joystick moves forward, and the other strafes sideways. I would have to sacrifice speed or accuracy this way. Unless, someone knows how to individually map the % pressed for each of the four directions of the analog, rather than just the entire stick itself. Are there any 2 controller configs that move and strafe on the same joystick? (while allowing the cutscene awesomeness of domino too).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Nightcom wrote:
nfq wrote:
One thing that can save time on some levels is if you use the Domino control style, because then you can use the second controller to affect things in the cutscenes. For example, it can be used to destroy the screen on Depot, which is one of the missions, on Caverns it can be used to open the door in the elevator, and on Bunker 1 it can be used to attract a guard to open the first door... I'm sure there are other places where it could be used, I haven't thought much about this. Besides shooting and opening doors, it's also possible to change weapons in the cutscenes. Jack, I hope you continue the run some day, what you've done so far has been really cool.
That's technically two players, and just a way of playing that I find absurd/extremely dumb for Goldeneye.
I think the person watching couldn't really tell the difference in control style. The 2 controller styles wouldn't be hard to emulate on a keyboard either, I may look into this when a level where it could help comes around.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Cool, l4yer, I will have a look at it in a bit. I have something else to finish before I do this level, so, I think friday, should be reasonable. If the vent is slow, I'll just note the frame you exited, and wait through enough cinema so that an optimal vent exits at the same frame. 52 is what I'll be going for,,, I'm not sure if 51 will be possible, but we'll see.. Thanks again.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
hero, I've been mostly trying for entertaining shots over speed. But, the actual club selection and start of swings are perfect to the frame. As for a WIP, I'll upload what I've got right now. It plays up until halfway through the 12th, but I'll likely end up doing the 11th over, MAYBE the tenth even. It really depends on if there are other things other than your score last hole that affect the wind on the next. A hole-in-one on 11th might not be entirely out of the question, but the pin placement needs to be more to the front of the green with favorable wind. I can't remember if that's one of the possible scenarios for the hole though. EDIT: Is WIP. 'NOTHER EDIT: I've figured out what affects the wind. It's the angle you're at when the screen changes to the mario close up for a swing. Therefore, hole ten will chane a bit (though the actual shot will be the same), and I'll play around with 11 a bit and see if the mentioned criteria for a possible hole-in-one could be met. First nine will be unchanged in the final version though.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
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Nightcom: I don't know if that would save more than a few frames since you would have to turn around to shoot the mine to get a good boost (turn around = lose speed), but I'll try it all the same when the caverns, eventually, come 'round. L4yer: I already knew that this is when Doak's placement is decided, but it still doesn't make checking it any less tedious. I did get an idea involving hex editing that may save some time in getting the right placement but still, I am not looking forward to it. Also, there really isn't any sort of button delay, the game will only check input on the frames where the screen changes. It usually plays fine at 60 FPS at the start of most levels, and fluctuates between every 2nd or 3rd frame once you get going... if you watch the input on my many WIPS you'll notice I usually hold the buttons down in increments of 3 frames to shoot/turn/open doors etc. Also, when doing anything but running in a completely straight line, frame advance is a must.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Small update if anyone is interested in this (lack of updates suggests me otherwise, however...), I have the first ten holes done, 2 strokes ahead of hero's test run, and a bit more "stylish". I'm currently looking into what affects the wind for holes after the first one (first being the frame you press A or START at the initial title screen). So far it seems that the score you got on the previous hole affects whatever byte the game uses for wind on the next. Unless there's some other factor for this, I may need to start over, as with the current wind I get with eagle on the 11th, albatross on the 12th is not possible.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Did I mention how lazy I am? Oh, there's tons of other stuff I like to do with my time as well. Still want to do this, but it's becoming increasingly apparent I might need someone to work on it with me, for the two aforementioned reasons. Lemme know if anyone is interested. As far as the run goes,,, I'm still at start of Facility. Doak is being an unco-operative fuck this time around, and it's really put me off doing this the last little while. Eventually, I'll lose my patience with something ELSE, THEN I'll get back to work on this.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Sorry to bump an old topic, but I'm interested in this. I watched the US course hero of the day made. I'm somewhat impressed... it seemed to me like he was going for fastest overall time. Ideally, it could be nearly a minute faster through use of fast swing speed, actual club selection, and having the ball land directly in the hole (is faster than rolling around). This might be neat for a hole or two, but it would soon get repetitive. (Before I go any further, I'd just like to note holes 1, 8, 12, and 18 can all be improved by a stroke, with faster swing speed and better wind manipulation.) Since one course wouldn't be a long movie anyway, I'd suggest doing a playthrough of a course trying to make lots of "dynamic" shots, for instance, crazy draws, sand saves, or maybe aiming for an extremely obscure spot from the tee for kicks (the tiny islands on one of the UK course holes comes to mind- can't remember the number offhand). As I've hit some rough territory on Goldeneye, and I still want to TAS something, I'll make a playthrough of one of the courses and see how it turns out. Ideally, a speedrun would be fastest time to 1,000,000$, but I can't remember if there was a code to immediately go pro, and I'm not sure if it would be possible playing perfect tournaments on all three courses (60k for win + long ball/close pin bonuses, hole in one bonuses). My father and I played the crap out of this game when I was younger, I know the game very well. Plus, I'm likely going to be up all night, I'll probably a demo course done sometime tomorrow.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
King Hippo looks awesome in that picture. Also, Ryu Hayabusa is hiding in there somewhere, but don't waste your time looking for him, because he is a ninja and you cannot see him.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
What? NINJAS!?!? SHIT!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I'm still working on this, though it might be awhile for the next WIP since a lot of shit has come up recently.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Hey, it's the Tysonator!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
If 1P is black, you can win in two moves...
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Not quite... the state contains all the RAM of the game at that point, basically any random values the game stores to keep track of thing's positions, AI behaviours and whatnot. It's essentially the same thing though.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Give this thing a star!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
The movie file is only a series of input, so I couldn't hex in some values to make hostages escape without changing the input. I've played around with it a bit, and I THINK it may be actions I take during the time from after I kill the captor to when the hostage starts moving that determines the time of their escape. If this is the case, it shouldn't be too hard to get the hostages all to escape in time, but I'll likely lose some time from taking indirect movements/rapid pausing etc. to manipulate them into faster escapes. While I have been able to fail 57, I may end up with 1:00 or so, if I bother to finish the current run. I think I'll be starting over though, I enjoyed doing some of the early levels and I know I can do them all faster than I did.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Well, I'm stuck at Frigate at the moment. I'm having problems manipulating the hostages. I'm not sure what causes the time of their escape, but it doesn't seem to be the frame when you kill the captor. I've had the same hostage escape at different times with the same kill of his captor. I was able to fail a 0:57 on the frigate though, with only the hostages remaining. Seeing as it's going to take some time to figure out how the hostages work,,, and the first four levels kind of suck, I might as well start over now before I get much further. I don't think it will take me too long to get back to where I am now, since I know what I'm doing this time.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Hell yeah!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
A million problems later, the Silo is finished. Time for this one is 1:18, 13 seconds faster than the current WR. This is more due to the chaotic nature of the stage than due to good playing on my part. Despite waiting through the cinemas at the advice of some other players, I still had to wait a second at the second fuel room. Skipping the cinemas though, I was waiting close to five seconds here... In my second run I will try cutting the cinema at different times and see if this can positively affect the position of the patrolling guard that opens the second fuel room for me. If I can stop the wait here, 1:16 should be possible (this was a low decimal 1:18). Hopefully the next update wont take as long as this one did.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
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Location: Eastern Canada
Ersatz wrote:
so, how about the silo Rising Tempest? How is that going?
Computer problems and a power outage yesterday have stopped me from being able to work on it. But, with those out of the way it should be done soon... I was messing around with the level a bit on console while my computer was le suck (and some others, but that's besides the point), and I have a general idea of where to fire the KF7 and for how long to get guards to open the doors. As it doesn't seem most of the doors will be completely open by the time I get to them, there will be lots of warping like on facility. Very minimal lookdown on this stage (maybe I might use it at the end, depends).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Disable the security! Surface and Bunker are done. Surface can be improved in my next version by getting more boosts, I didn't spend much time on it since I wanted to do the Bunker. Times are 1:50 for Surface, 1:05 for Bunker. I played around with the Klobb in Bunker while waiting for Boris to do his thing. And for those who hate the lookdown, I only used it at the end, all those black guards really lag the game. It's gonna take a couple days to do the Silo, some testing will be required to find the best places to shoot the KF7 to get guards to open doors for me.
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