Posts for Rising_Tempest

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Post subject: Re: AVI but questions
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Bisqwit wrote:
The submission is not approved yet, but in case it will, I'm already making the AVI. In fact, a preview can be download here: http://tracker.tasvideos.org/goldeneye-tas-risingtempest-PREVIEW.avi.torrent (121 MB) However, there are many visual glitches in this game -- I want to know whether those are something that could be fixed or not. Namely, the graphics-not-updated-doublebuffer-blinking ceiling that appears such as at 5:21. And the suspiciously buggy looking floor texture at 19:29. Also, I wonder what's up with pointing the camera towards the floor when running. It doesn't look very cool.
There shouldn't be any buggy floor texture (at least when using Jabo 3D8 1.6), and I'm not sure what you mean by "graphics-not-updated-doublebuffer-blinking ceiling", so I'll take a look at that and see what's up. To my knowledge, the only issues should be the sky not being emulated and thus causing polygons to "drag" along it. I say "only" but this is actually really irritating, and I'm really hoping to find a fix or a plugin that emulates the graphics of the game 100%.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I'm confused. This one is 43 frames faster than the last submission (so sayeth the submission text) but is over a second faster than that same submission, judging by the times provided by NesVideoAgent? (in other words, 6:44:07 compared to 6:42:65) Get your FACTS straight.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Seems a lot of you really want to see Aztec and Egypt included in this. That's cool. What remains is if the majority still want to see the video end with the ending of the game. This could be done by exiting out of the folders after finishing Caverns and entering button codes to open the bonus levels, then going back and finishing Cradle. Or beat all levels and just finish Cradle again for the ending. Or just beat all 20 levels in sequence, ending be damned. Complaints about the graphics are basically expected. What I will do for now is look through every plugin available and see what the best results for the game can be at the moment, and if they aren't satisfactory I'll just wait for a better one (I plan of taking a break of at least a month before starting the improvement anyway). I'll take all other suggestions I've had regarding entertainment to heart as well (bullet messages, extreme violence, less nauseating leaning if possible, etc.) Thanks for the constructive criticism so far for those of you honest enough to offer it, and thanks as well for all the random praise feeding my already massive ego.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
JXQ wrote:
I hated most of what you did during waiting periods (shifting back and forth rapidly), it was like 3D wobbling and it was nauseating.
I explained this in the submission; on Statue Archives and Streets it is done to make Mishkin and Valentin follow me. Saves about 3 seconds on Statue, 2 on Streets, and positions Mishkin so I can open doors/set up a boost/have him not in my way. Someone mentioned bullet messages and I had this idea for the long wait on Train, but the polygons outside the Train don't leave bullet holes or markings. On Control, the idea escaped me, but I wouldn't've had too much time to do anything impressive with this.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Phallosvogel wrote:
clear yes voting here!
XD!!! Where did you find that??
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Desyncs piss me off. Looks like the run wont be on the workbench today...
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I tried to avisize them but they close my version of Mupen when I try to play them back. Send me your version, and I'll capture them for you.
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
Keyboard only FTW!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Looked a bit unoptimized in some parts but I don't know the physics of this game so well. Fun to watch, and fast. Yes vote.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
comicalflop wrote:
I'd actually recommend that it stays under the radar until submission, especially since you are very close to the end.
You missed the joke. I have way more of the level done than that. : P
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Control! I lied when I said I was going to hide my progress.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
LaserSokrates wrote:
This time, the pleasure was all hers.
Getting shot in the face nine times is pleasant? Progress update; I've done some stuff. With luck the game could be finished by the end of the month.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Jungle prelimanary Enjoy, it's the last WIP you unappreciative bums are getting. I have to redo the whole level because of desyncs, but thats ok cause I was going to anyway!
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I've basically isolated the issue to video playback/video recording, just doesn't seem to work for some reason. Using the emulator normally is no problem though. Very strange.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Upon closer inspection, what cause it to crash is the very first shot fired in my movie when playing it back. The sound of the shot emulates fine, but the game and computer crash immediately afterward, meaning it's either the streak from the gunshot or the yell of the guard which doesn't work right and crashes my machine. Though it's a lot to ask halamantariel, would you be able to try playing back my movie (any m64 file I've posted in the thread) up to the first shot I fire on the Dam and see what happens on your Vista laptop? If I can isolate the problem to just this machine and not the OS in general I may be able to sort something out and not be hideously bored at work.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Ah, here's the 2P run I wanted to see. Pity there's no Don though. Also, my ears hurt. Still very good watchin'. EDIT: Also if anyone's daring enough to go and improve this, a couple of the waiting sequences in which the players are both spamming special attacks to lower their health would be greatly improved in hilarity with them facing each other, and mashing attack at each other.
Post subject: Mupen and Vista
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I recently picked up myself a rather good laptop, but with one serious drawback. Vista. Long story short, I have all my usuals up and running on Vista with no issues save Mupen, which invariably crashes my computer everytime it plays a game for more than 30 seconds. Any other Vista users with Mupen around, with any advice around this problem? cause, being able to TAS while I'm at my boring ass job would be rather nice.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Train level You may notice a desync at the very end. I will go back and fix this before doing Jungle (end time will still be the same, but I won't miss twice and the cutscene will be skipped). I had -9- desyncs throughout the level which was a major pain in the ass to deal with. Though, I think it turned out rather well! M64 file will be added after I fix the desync, I'm too drunk and weary to do so at the moment.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Why I hate this plugin: If you look at the input, the range of the joystick is 0 - 99, but on this plugin it goes from 0 - 128. Also, no set range in there corresponds to any number from 0 - 99, I can set horizontal to, for example, 67, and sometimes the input shows 32, other times 16, and again another time, 43, all on the same level of joystick being pressed. It's neat to be able to set the axis's separately, but this seems to me like a major flaw, that the actual amount theyre set to is random. I have tried using the various settings, instant, radiant whatever, it just doesn't work right.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Faster Depot There are two noticeable stucks in the computer room,,, the first was to turn a backboost into a sideboost (don't ask.) The second was to manipulate guard behaviour to shoot the MF's to pieces for me. EDIT: Oh yeah, I better link the M64
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
This is my first submission if I left something out of these comments let me know How about an explanation? I watched enough of this to see how unoptimized it is. Yes, it's faster than the previous submission but there's no smoothness to the run and botched attempts at things were left in the finished product. Voted "No", but good attempt anyway I guess.
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
2.3 lets me shoot during the cinemas (meaning I can destroy the screen before the level even begins). I'll try not destroying the turret, but only if I find a way to avoid the backboosts will it be faster I think. leave of the ammo room was slightly slow to manipulate 2nd explosion so the Objective completes. After that, all boxes are out of sight range so nothing I do affects them. The objective itself can probaly complete faster, but this is just a test run anyway, so I'll worry about that when the time comes. Won't be able to work on this until the weekend, but keep the ideas comin'
Experienced Forum User, Published Author, Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Depot TEST run. Despite how good it looks I didn't spend much time on it, this is a level I'm not overly familiar with and would like some feedback before I go back and improve it. The main issue is with the computer room, I had to take out the drone gun to prevent backboosts which A- slow me down a lot and B- prevent me from shooting for some seconds. This level can obviously be improved with 2.3, as you can shoot the screen, allowing me to focus on the mainframes from the get go. The speed after the weapons cache is irrelevant because the Objective completes at the last possible frame during the fadeout in which the time will be saved.
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