Posts for YaLTeR


YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Запилил перевод LuaScripting: https://pastebin.com/T6dL8diu
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
HAHAHA THIS WAS SO AMAZING Oh my god. You think it can't get crazier than this and then the Cortex fight starts. YES
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Frequently when coming to the main page I want to quickly skim over the latest publications and submissions, and the current lists do the job perfectly. An option to have something like that (perhaps as a "compact mode") — without embedding the screenshots and descriptions — would be really nice.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Intel Core i7-3770k OCd to 4.20 GHz
User Agent: Mozilla/5.0 (X11; Linux x86_64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	46.86ms
13	3	correct	84.92ms
14	3	correct	165.17ms
15	3	correct	334.41ms
16	3	correct	717.11ms
12	4	correct	115.05ms
13	4	correct	180.36ms
14	4	correct	351.57ms
15	4	correct	708.88ms
16	4	correct	1398.97ms
12	5	correct	183.15ms
13	5	correct	361.02ms
14	5	correct	726.74ms
15	5	correct	1484.84ms
16	5	correct	2957.48ms
Status: Done.
User Agent: Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/59.0.3071.115 Safari/537.36
Vector	Block	Result	Duration
12	3	correct	172.03ms
13	3	correct	187.92ms
14	3	correct	314.36ms
15	3	correct	625.60ms
16	3	correct	1249.05ms
12	4	correct	182.73ms
13	4	correct	357.34ms
14	4	correct	714.78ms
15	4	correct	1437.63ms
16	4	correct	2853.80ms
12	5	correct	380.99ms
13	5	correct	766.03ms
14	5	correct	1516.78ms
15	5	correct	2989.27ms
16	5	correct	6008.74ms
Status: Done.
Sony Xperia Z3: I waited for like 30 mins and nothing happened.
User Agent: Mozilla/5.0 (Linux; Android 6.0.1; D6603 Build/23.5.A.1.291) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/59.0.3071.125 Mobile Safari/537.36

Vector Block Result Duration

Status: Processing.
Constrained worked:
User Agent: Mozilla/5.0 (Linux; Android 6.0.1; D6603 Build/23.5.A.1.291) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/59.0.3071.125 Mobile Safari/537.36

Vector Block Result Duration
12 3 correct 729.61ms
13 3 correct 493.87ms
14 3 correct 905.85ms
15 3 correct 1757.67ms
16 3 correct 3401.21ms
12 4 correct 511.23ms
13 4 correct 952.43ms
14 4 correct 1891.93ms
15 4 correct 3673.91ms
16 4 failed 3.78ms
12 5 correct 972.99ms
13 5 correct 1976.10ms
14 5 failed 0.72ms
15 5 failed 0.46ms
16 5 failed 0.45ms

Status: Done.
Same, but Firefox: normal had the same result of nothing happening, constrained:
User Agent: Mozilla/5.0 (Android 6.0.1; Mobile; rv:54.0) Gecko/54.0 Firefox/54.0
Vector    Block    Result    Duration
12    3    correct    194.26ms
13    3    correct    396.86ms
14    3    correct    824.82ms
15    3    correct    1517.53ms
16    3    correct    3253.74ms
12    4    correct    412.74ms
13    4    correct    861.80ms
14    4    correct    1626.64ms
15    4    correct    3263.93ms
16    4    failed     2.05ms
12    5    correct    1420.97ms
13    5    correct    1755.81ms
14    5    failed     1.26ms
15    5    failed     0.93ms
16    5    failed     0.93ms
Status: Done.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
I heard VMWare Player + Windows XP works better with Hourglass.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
I think if the game can be made to run as high as it can via conventional means (think options menu) then the TASer should be able to chose whichever FPS they want (since there can be a theoretical PC that's as fast as needed). Furthermore, I think the TASer should be able to change FPS to any value every frame (like lowering FPS in certain sections). That's not supported in Hourglass yet, but a number of games make use of lowering FPS in speedruns.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Wow wtf those jumps in the end of Plant Food.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
The zip-zagging, while technically interesting, is really only entertaining the first time you see it, afterwards it just felt repetitive. I would definitely prefer a run without zip-zagging. Nice job on the TAS regardless.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
I'm enjoying these. Good progress!
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
As far as I know, in the GoldSource engine (based on Quake and very similar in these kinds of aspects I imagine) the maps have collision information compiled in in form usable by a line tracing algorithm. There are three collision models for a map for three different "hull sizes" - point, ducking player and standing player. Unfortunately the format it's stored in, while being really good for line tracing, isn't visualizable or even convertible back to viewable forms. You can also encounter map compile bugs (having collision in the air in this particular spot). There is an array of entities over here, in a global variable. Now on to the strafing. It's not very hard to write the player movement code as formulas and derive the angles for optimal strafing from them. We did it a bunch of times for GoldSource, this should be applicable to Quake for the most part except some changes in the order of execution, and maybe friction functions. Here's the maths if you're curious. The actual movement code is around this file. The thing about the PC version is that after calculating the perfect angle you can just set the player angle. As far as I understand on the console you can only rotate the camera a fixed angle difference per frame? Not sure how this would work for that, and it's likely the solution would be different under this constraint (for example strafing before the optimal angle is reached because doing so will waste the speed, but save the camera rotation frames so it might pay off).
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Please leave SFX on! Makes it much better IMO.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
r57shell wrote:
Because Portal wasn't actually TAS (as far as I see, may be I'm wrong), I don't belive that someone already made tools for windows-rerecording. Or, at least source-engine rerecording. (that is used in Portal)
Portal was indeed an actual TAS (or rather a video of an actual TAS). Here's a YouTube link: https://youtu.be/W9gxFkOz2_4. I made the tools for Source engine TASing. They are by no means comparable to the emulators people here are used to though. They provide some means of consistent playback of scripts (think input files), as well as tools like perfect strafing (calculating optimal player angles for fastest speed gain every frame). Unfortunately there are still a lot of desyncs in Source TASing, so a TAS like this cannot be submitted here. Source is a very complex (and closed-source) engine, and eliminating all those desyncs and stuff would take a lot of effort and time, which would better be spent on other things like Hourglass for example.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
There's a number of problems with the current state of TAS tools for Portal, and frequent desyncs is a major one.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
What if before it completes the game it finds an ACE and gets stuck in an infinite loop?
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Well, this is a .NET program, and I think it uses a normal Adobe flash player through a COM object.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
There are also a bunch of CS:S bhop map TASes on YouTube (they use slowmo, some kind of savestates and I believe some kind of strafe optimizer).
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Explanation video: Link to video To clarify, the TAS and this video were NOT made by me.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Yup, the physics are sometimes (often) inconsistent and it's something in the vphysics DLL which I don't want to dig into.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
We had a lot of discussions about this kind of stuff in HL2 and HL1 (we, as in speedrun communities for the corresponding games) and it turned out to be a huge swamp without any clear way out. For HL2, the general direction was to ban console-only stuff and allow anything else. Warp's example about selecting the next chapter from the menu isn't valid because the chapters you haven't completed yet aren't available for selection. In HL1, the FPS the game is running at plays a huge part in the gameplay. A lot of things depend on it. With higher FPS you can accelerate faster and do certain tricks better, with lower FPS the NPCs turn faster and you can do other tricks better. The problem is, you cannot really control the FPS well. For example, some speedrunner has a consistently high FPS in an area where high FPS is beneficial, and his PC lags and has a low FPS in an area where low FPS is beneficial. This way he's having an advantage over other runners with better PCs (which have high FPS everywhere). Would it make sense to ban you from speedrunning a game just because you have an advantage of your PC being slightly worse? So, for HL1 we settled with being able to limit the FPS to any value and change that limit during gameplay.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
That was absolutely amazing.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
moozooh wrote:
On one hands, those topics need more attention. On the other, most HL TASes I've seen so far are unwatchable due to the bunnyhop jitter used to optimally gain speed.
(let's move this discussion to appropriate thread) Maybe it takes some getting used to. I and other speedrunners and others can watch them perfectly fine.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
jlun2 wrote:
Hey, that means we're closer to getting those Half-life/left4dead TASes people requested back over here.
Well, we can already make Half-Life TASes and more or less single-player Source game TASes.
Post subject: GoldSource TAS tool (Half-Life and expansions / mods)
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Hello! Bunnymod XT (BXT for short) is an external injection tool for Half-Life and mods, which contains speedrunning-related functionality as well as TASing functionality. It's cross-platform and open-source: https://github.com/YaLTeR/BunnymodXT The built files can be downloaded there in the releases section. The TASing functionality operates with input files (.hltas), through which you can do all the things you can expect from a TASing tool from frame-by-frame input to game resets (which are, for example, required for RNG manipulation). Since the GoldSource games have such a sophisticated movement, BXT also contains various functionality like automatic strafing (to achieve the best possible acceleration / turn speed / decceleration / etc), which is controlled through the input files as well. Here's a VOD of a stream I did explaining the process of making a TAS: http://www.twitch.tv/yalter/v/7358944 Here's a document explaining the .hltas format: https://docs.google.com/document/d/1YhSCKDVK9UX3lsAMkGABcn5rN1_39DfgDzm0nsqkK_Q Here's a lot of information about Half-Life movement: https://tastools.readthedocs.org/en/latest/ Here's a video of me showcasing and explaining a bunch of awesome GoldSource TASes: https://youtu.be/afLjJMmKvNU?t=21m10s Here's a sheet with various GoldSource TASes (only some of the newest ones use Bunnymod XT because the tool is fairly new): https://docs.google.com/spreadsheets/d/1J53EGbAl3dASEsda0gEg-oVqtPm9sGHmy59sORU3GJM/edit?usp=sharing Some TASes made with Bunnymod XT: Input file: http://pastebin.com/z6fPJ4rM Link to video Input file: http://pastebin.com/zzmXMdPr Link to video Input file: http://pastebin.com/ZQ9Y69wN Link to video Input file: http://pastebin.com/pRPRhkXR Link to video
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
Strafing makes a huge difference though, at least when the game is running at a decent FPS.
YaLTeR
He/Him
Experienced Forum User
Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
I'm assuming the movement / strafing works close to how it does in the PC version?