Posts for Rising_Tempest

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Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Ersatz, I had to wait for Objective C (Rendezvous with Trev.) to complete. It actually completes during the fadeout, so you don't see the message. And, the lookdown doesn't affect the time as much as I initially thought,,, my test on the dam agent showed no time difference at 53 seconds,,, so I walked further than the end and paused out on both. I found that it takes about 59 seconds to make a one second difference, unless a lot of explosions and crap makes it lag more than usual. Meaning I could do the facility and runway without lookdown and still get the same times,,, unless they had high decimals (54.99 for example). Silent Thunder,,, I know I have only tied the WR. I am a horrid, lazy bastard and probably wont do the level over,,, yet. I think I will do a second run through after this, since I could probably improve each level a little bit. I don't want to start right over, because there are some levels I really want to play.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Ok,,, I have the surface done, did it just now, it wasn't too tough. Didn't get as many boosts from guards as I could, but to manipulate boosts from them I had to stray too far from my lines, and I actually lost a couple frames. Boosting with the grenade launcher from behind doesn't really work either,, I thought of shooting it straight up so it would land behind me as I run forward, but the sky and trees are very messed up, at least on my pathetic computer. The textures look MUCH better in the avi's NFQ has made than on my computer, so I think it is just my computer being a douchebag. AKA, I am aware that it only takes two mines to blow up the tanks. I should've used the extra mine somewhere in the level, but didn't think to. Wren, I understand that the lookdown does detract from the movie a bit. I will try not to do it as much hereon. I used it a lot on the Surface, but the sky looks wierd in an emulator, so it may not be a bad idea there,,, Next three levels will not have any lookdown. I think,,, I may make a playthrough of Dam agent with and without lookdown, to see if there actually is a timing difference. Depending on the result, I may consider starting over, though I have put a lot of time into this already. Oh yeah, and Wouter, I could upload savestates for you, if you don't want to make your own. Only, I will only have one up at a time due to hosting restrictions. It may be easier to get them through MSN from me,,, my address is jack_the_second@hotmail.com. I will put up the next WIP when I finish Bunker,,, likely around this time tomorrow, since I will start on it right now. EDIT: Forgot to mention,,, final time on the surface was 1:50. ADDITIONAL EDIT: AKA, the setup I am using is as follows: B - A A - S Z - D L - Q R - W Start-Enter C buttons- ^V<> Joystick Up- U Joystick Down-J Joystick Left-G Joystick Right-K I manually modify how far the joystick is pressed in the input, usually all the way, 99, unless I have to aim or not go so far to get the straightest line..
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Fire in the hole!! I've finally got a runway playthrough I'm pleased with. I must've started over from outside the hut 7 times,,, and the last throw for the missile battery took 3 hours to get right. I was able to fail a 0:36 without the missile battery being destroyed, but because of the grenade's four second fuse I had to wait. I had also tried blowing it up when I passed by on my way up the runway, but I had to break out of my line to do so, and I actually lost time, though I don't have to wait at the plane this way. The surface is next, and it probably wont take as long as this did to complete. It's a kind of boring level for a speedrun, but I will try to make it interesting anyway I can.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Small update. I've managed to complete the runway with a less than stellar 0:39 using the grenade strat. While the movement I used is much less than optimal, and loses 2 or 3 seconds, the most optimal path this way is impossible, simply due to the sheer amount of damge the drones do, and their infallible accuracy at close range (which happens to be how close you need to be to throw the 'nade far enough). The way I moved through the level, I was able to "fake out" the drones to not get ripped to pieces while I threw the grenades. Still, a faster time with this method seems incredibly unlikely. So, I will likely redo the level using the tank strat, I should end up with 38,,, maybe 37 seconds. I'll also have the surface done as well by the time I have a new WIP up,,, it's a pretty simple level. In addition, it seems I may be able to improve the time on the previous levels, maybe by a second or two on the dam, and if I played the facility perfectly, I might make 53. But I'm a lazy bastard, so I'll do all that in a second run at a later time.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Time to leave, Dr Doak. Total time for the facility is 54 seconds. I was able to finish the level at 48 secs,,, but had to wait for the objective with Trevelyan to complete. I tried to be entertaining while I waited. If anyone knows of a way to speed up his dialogue, this time could be improved by up to six seconds. There are two places where I miss (a lot) on purpose. This was to get guards to open doors. I have a shitload of free time tomorrow, so I should have the Runway done within 24 hours. Now, I'm gonna to bed.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Poor Vegas,,, they're got nothin' left.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
This is fast becoming a pretty crazy week. Even thought I'm nearly half done the facility at this point, I won't have time to work on it for a couple days. I'll have it done by sunday though,,, I think.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
notBowen wrote:
Looking at the ground also eliminates some of the weird stuff the emulator does to Goldeneye's skybox. You can see it near the end on the dam.
This is precisely why I tried to look down as much as possible outside, the sky does look wierd. I did it once or twice inside the mainframe tunnel to reduce lag to make some tighter turns around crates. I have also confirmed that is in in fact the timing you exit the vents that affects Doak's placement,,, now I just have to find the way to get him in the best spot without losing any time. Once that obstacle is out of the way, the facility is cake. I wont have perfect accuracy this time, or at least, not all headshots,,, I need to make some noise in a couple places to get guards to open doors. Hopefully I will have the facility done by wednesday, maybe tuesday. Would be sooner, but I have other things to attend to tomorrow. And Wouter, since you asked nicely, my last name is Wedge.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Thank you for the avi NFQ you kick stupid amounts of ass!!! And,,, I thought Doak's placement would be decided by the opening animation,,, the frame when you start the level,,, I suppose,, i will have to mess around a bit to find out what the cause is. EDIT: Also, the guards on the other side of the door are pretty far away,,, I think the decoder will finish before they can open it for me.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Uncheck raw data in the input before watching the movie. It will desync at this spot if you don't.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
http://www.filespace.org.nyud.net:8090/rising_tempest/WIP1.m64 (right click, save as) The Dam is done (for real this time). I got some extra boosts in the tunnel and wound up with a 1:55, a second faster than I thought would be possible. Somehow,,, one of the shots on the last guard I killed registered as a body hit. I checked after every second shot or so, but must've forgot to check here. The alarms afterward are frame perfect, so I'm not gonna go back to change that one shot. You wont even be able to see the status screen in the final movie (unless you pause of course). Also, there is one more spot in the tunnel it would've been beneficial to get a boost in (IE not bump into stuff), but I killed the guard to give it on the way down. It wouldn't put me down to 1:54 either, I think. I will try to make an avi myself as pirate-sephiroth suggested, if it works well enough, I can send it to you, Wouter. EDIT: Nope, my computer sucks too much to make one. If someone else could, I would appreciate it, if not, oh well... It'll be a couple days before I have the facility done,,, I will have to play through the level halfway several times until I get the necessary Doak placement (unless I get lucky).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Ok, thanks for your input guys. Guess I'll be doing the tunnel again.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
http://www.filespace.org.nyud.net:8090/rising_tempest/dam.m64 (right click, save as) This SHOULD complete up until the end of the Dam,,,, What I mean is,,, I've been having a wierd desync problem. It has absolutely nothing to do with the input itself. I may explain it in more detail later,,, for now I'd really like if someone with a better computer than me (IE anyone besides me) to play this back and see if it desyncs in the same spot as me (outside the door of the first tower on the dam. If it doesn't desync it will complete the Dam in 1:57, 3 seconds faster than the current WR. Note it may be doable a second faster than this,,, I think I could've gotten more 2 more boosts in the tunnel with less brutality on the guards. If it does desync for whoever watches this (please reply with the result), I might as well just do from outside the tower again,,, I;ve already wasted 4 hours in hex trying to fix this,,, the problem is either lag or some data present in the savestate that will finish the movie without desync, that is not present in the movie file itself. I tried recreating a savestate at this precise frame and it still desynched. I also tried overwriting the movie from that state, and then copying everything after it from a backup file,,, still did not work. I have no idea how to read a savestate in hex, so if this does not work, I'll be doing stuff over again... Also, it would be nice if someone with a better computer, who can actually run this game at full speed, to make an avi of this level (if it works, of course), and subsequent levels, so I can watch my play at full speed. EDIT: Just to add,,, this will not start from S-RAM. This caused me many problems a couple days ago. In this, I just pause out of the Dam once to change the controls/ auto-aim. This loses about 11 seconds real time, but completes the level 5-6 seconds faster (from not having the pause/ unpause animations).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
A small update. I WAS outside the mainframe room of the Dam about 2 hours ago. I still have the state there with a pause out of 1:06. Unfortunately, I've encountered some glitch in Mupen that may be caused by loading a state that is no longer part of the movie. This caused a desync I was able to fix initially by loading a state inside the movie and then saving afterwards, and saving over the messed up savestate as well. SOMEHOW, the very slight input difference this state caused stayed in itself when I saved over it, or in the movie file, and has since "infected" all nine other savestats and the m64 file itself. Result? I have a desync back at the security gate. I spent the last two hours trying to fix it with hex, I was only used two buttons at the precise moment of imput difference, and thought it shouldn't be too hard to fix,,, nope, not a chance. I had made six backups along the way in case of something like this happening. But, when I went to look at them, they had all suddenly, miraculously, desynced at the exact same spot. ... Needless to say I'm a bit pissed that I've lost five hours of work on this (seven couting the two hours lost from forgetting to tick a box before recording yesterday). I'm really not looking forward to having to do the modem toss again,,, it took a long time to get it to hit in full strafe. So, it'll likely be a day or two more before I have the first level done, on account of mupen being lush in douchebaggery. Rant end, back to work.
pirate_sephiroth wrote:
A possible workaround to the analog stick problem ...
It actually isn't much of a problem, I get MUCH more precise control of the analog this way. It just takes longer.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Here's a teaser screenshot on account of I'm bored: http://www.filespace.org.nyud.net:8090/rising_tempest/boomheadshot.jpg
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
This game is soooo getting done next. Ive been messing around with this and I've figured out how to use the control stick with this emulator. It's very tedious,,, I constantly need to change how far the control stick is pressed,,, for maximum efficiency turning corners, aiming at guys and the like. This will take many, many, MANY rerecords, but I have the patience and the love of the game necessary to succeed. Right now,, I'm doing a test playthrough of the first level. I'm not aiming for complete perfection, just a little something to get used to how this game works in frame advance. It seems I will have to do the whole run in frame advance,,, I fried the MB on my good computer a couple weeks ago. The computer I'm on for the next "until I have money", is made out of spare parts, including a pathetic 900 MHz processor and a videocard made in 1994. Frankly, I'm amazed it can actually run the game (albeit at a sporadic framerate about a sixth of what it should be). When I'm done the Dam, I'll upload the movie file- I will need someone with a sane computer to play it back for me to see if it won't desync with the game running at full speed, and to make sure the graphics look good enough. To me, it looks fine except for some textures, but I blame my videocard for that. Also, I plan on using SRAM for this movie- just to start with the controls changed to 1.2 which is the most keyboard friendly setting, and to take off auto-aim. If this is going to be an issue, please let me know before I start the "real" run. My reasoning for this is that, it saves about 7 seconds on the Dam, and that I'm sure nobody wants to watch me take time to change the controls. Well, guess I'll get to work, with luck I'll have the first level done by sometime tomorrow. There will be many "impossible" shots throughout, so it should be interesting :)
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
STFU AFAIR U 2 DUM 2 NO WTF U SAYIN U DUM N00B ROFL ROFL LOL >_>
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
This will be legendary, if it goes well.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
A band that never schwas.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Or how about, a short movie showing the making of a few stunts for different games, to try to appeal to a wider audience? Say, some sort of ridiculous bomb jump in a metroid game,,, a boss fight from, perhaps, a megaman game,,, tons of critical hits in a row in an RPG game,,, try to sucker in players of several types of games, yes?
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Hmm,,, I think I may fool around with this game a bit. My roomate (who is probably the master of this game) and I played around with a speedrun concept for this earlier today, on console. He got to Tropicallo in,, must've been under five minutes,, and then we proceeded to get our asses handed to us many many times (his attacks really hurt at level 2). I finally beat him after awhile of us messing around, and it was no easy feat. I started thinking of a TAS right about there,,, since this is an action RPG it really wont be too boring,,, Well,,, some of the mid-game bosses might be, since it's just magic spamming then,,, there really isn't a faster way at low levels, until you get moon magic and can hit 999's with that one spell I can't recall the name of. We think,,, this should be possible in under three hours (maybe faster?). Uhh,,,, anyway, I'll play around with this for awhile and see if I think I'll be able to TAS it,,, since nobody else seems to be,,,
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
What happens now?
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Whoever made this was a sadist. And drunk. It's neat but,,, not designed for a casual player. Only the most ridiculous SM experts could beat this monstrousity without savestates and slowdown. It took me 2 hours to get through that hot part, having frame advanced the entire thing,,, I made it with 2 hp left. Not to mention the stupid amount of backtracking. It takes like an hour to go back to crateria and get the bombs after the walljump boots. Backtracking can be cool, but you shouldn't have to backtrack across the entire known universe three successive times to progress the game. Also, it seems all sequence breaking tricks have been dummed down or removed all together. Why bother having a massive world to move through, if there's a set path to do everything? might as well just break it down into a series of levels. This hack, while showing decent effort at least, and seemed to have been well thought out,,, (on the surface anyway), just falls into the same unplayable crap as most other hacks. There'll never be another Outlands,,, it seems.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I remembered this game being... longer (yes, by the way!).
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Highness, Yes, you unfortunately cannot get into a random encounter over a bridge panel.
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