Posts for alec_kermit

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Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Zarmakuizz wrote:
ヽ༼ຈل͜ຈ༽ノ Offspring or riot. ヽ༼ຈل͜ຈ༽ノ
Experienced Forum User, Published Author, Active player (412)
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$20,000 from 11 customers... time to move to San Francisco and become a cabby. I used to play this all the time on my sister's bf's Dreamcast... and sucked so bad at it xP. Well done Solar buddy!
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I've decided to 100% TAS SM64, how many stars does that game have again? Also how do you do that thing where you bounce off of a wall in another direction? Anyway you guys need to stop being mean, if he can beat Major Mask faster than MrsGrunz then isn't he the best in the world? Please don't pre-judge.
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sack_bot wrote:
Ferret Warlord wrote:
Warp wrote:
This game is incredibly long and repetitive. The creators really lacked any kind of inspiration or motivation.
I might actually disagree with this one. If you look closely, you can tell there was some degree of ambition on the part of the developers. There's the entire cityscape of Metropolis sitting in the cartridge, for crying out loud! It's almost as if the developers were trying to go for a more open, free roaming game, but either got in over their heads or had to keep beating the WB executives back, and as such their dream wasn't fully realized until the "sandbox" genre of videogames became more popular in later generations. So I would argue it's not lack of motivation or inspiration that killed the game, but a troubled development cycle.
What I've heard from interviews is that WB made them throw out huge parts of the game, which their contract still prevents them from releasing.
This is true. In fact you'll notice that many aspects of the beta are more polished than the final product.
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solarplex wrote:
jlun2 wrote:
After some thinking, I wonder if the run would work on console? It lags like hell at times, but otherwise it's quite straight forward.
There is a lot less lag on console. Maybe it would be better running with pure interpreter n64 core but I was already 200k frames done when bizhawk switched.
On console all of the ring stages lag on and off heavily, on emulator they don't lag at all. Overall console has way more lag. Emulator seems to chug more in some indoor and enemy stages though. Here are a couple thumbnails that are pretty funny:
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Solarplex did a good job on the TAS, honestly I'm dumbfounded that someone had to patience to TAS the ring stages. He's amazing just for that. Some of the indoor stages could have been better from a technical standpoint but really what's the point in sweating over every frame in a game that has only been given speed testing attention from a couple people? The programming is so bizarre and amateur that I'm sure we'll see level skips and wrong warping down the road. Most interactive objects in the game don't even have independent programming, they just do what they do because of the last trigger Superman set off.
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Patashu wrote:
Huh? What level?
Second-to-last indoor level, Metro. It's a very linear level compared to the others where you fly back and forth through the subway tunnels. OoB is used to save a lot of time in distance. Solarplex: In the outdoor mission where the airplane takes off, maybe you can hover in front of it and have it push superman :P.
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Nice level. PS: Anyone else notice how twerkable-to the indoor level theme song is?
Experienced Forum User, Published Author, Active player (412)
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Need A/V sync hack for 4.0-1356 64-bit please.
Experienced Forum User, Published Author, Active player (412)
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Game proving to be very unstable in the vehicle levels I suppose. I can sync through level 2 one try, then I try again and I desync after the gas station... exact same settings. Happened to Rachel as well. Moved on to level 3 and did about half of it, desync'd on the 2nd turn in the level... fiddled with some settings and got farther before a desync (3rd turn). Totally inconsistent. It'd be really nice to at get an encode with sound of the first two levels, just to share the effort we put into this on my youtube channel... Maybe if we wait it out a bit these issues will be fixed in an upcoming dolphin version and the majority of the dtm will still sync so that we can continue the TAS...
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I think we've found the source of the problem, it's a move in the on-rails levels of the game where you press B and Bond does a complete 180 degree turn-around (much faster than it normally takes to manually turn all the way around). Every one of our desync's between us have happened just after/during this move. We'll muster up the strength to do half of level 2 over again I guess, this time without using the B move at all. It'd be cool to get a technical explanation as to why this move breaks syncs... PS: We've been TASing with "Enable MMU" and "MMU Speed Hack" turned on (these two settings are found when right-clicking the game>Properties in Dolphin's main window). Will this in any way affect anything negatively (encoding, etc)?
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jlun2 wrote:
What are your dolphin settings? Are you using the settings mentioned here?
Yes those exact settings. Illari: No memory card, "Nothing" in slot A or B.
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Well it seems that currently the dtm syncs all the way through for me, but not for Veman or Solarplex. Is this a major issue? Would an encoding be sure to fail? Obviously we could continue working on the TAS together with the use of savestates to bypass desyncs in that level (they only started to happen in that level, level 1 was flawless). Edit: Welp now I'm desyncing...
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Patashu wrote:
Is one of the users running on a different OS? Is one of the users running 64 bit and the others 32 bit or vice versa?
I'm on Win8 he's on Win7. Both 64 bit.
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Level 2 done. We had a handful of small desync issues with this level that caused us to re-do a few times so I'm releasing this current WIP as a dtm. It would help us a lot if a few of you guys would download it and confirm that it syncs for you up through the loading of the third level. As far as I know it does not sync for one of us, desyncs in level 2 at about the spot that Bond's car drives over the grassy area. If it syncs on 3 guys's computers but not the 4th... with the EXACT same settings used what does this mean? The Agent Under Fire game ISO is version 1.00 . .dtm and complete dolphin setup instructions for running this dtm are here: http://www.mediafire.com/download/0c7rdke9sr0x7sa/AUF+TAS+Latest+dtm+and+Setup+Instructions.zip PS: The load times before and after car/driving levels take a while if your PC is meh, as long as the frame counter is going up you're good to go. It takes my poopy laptop about 3 minutes.
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itsPersonnal wrote:
MasterC is smart Link to video
So let me get this straight... you spend like 20 hours getting all emblems and the reward is a 12 second bonus stage???
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First level is done (no audio): https://www.youtube.com/watch?v=yzW8REb8RRE We were literally 1 shot away from death at the end when cutting Zoe's lock btw. It's a straight-up miracle that the falling damage didn't kill us when we landing on the side of the sub, and that no enemies hit us. We're going to monitor our health a little closer from now on...
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Veman and I have gotten started, we're coming out at about 7 frames ahead of the old WIP at the point where we cut the first lock xP. This is improvement with 0 new tricks used yet. ~Optimization~
Experienced Forum User, Published Author, Active player (412)
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Star Wars: Rogue Squadron Star Wars: Shadows of the Empire (Jedi difficulty) International Track & Field 2000 (Maxed-out scores/times playthrough) Banjo-Kazooie (Any% & 100%) Ocarina of Time (All Dungeons)
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Superman stacking the box on top of the other amused me more than it should have. If I don't see you clip into a building/the ground during an outdoor mission I'll be very disappoint. There's a mission coming up at some point where multiple henchmen are near a plane with hostages and you can do some sill things: https://www.youtube.com/watch?v=MAkKuEFwAKI&feature=player_detailpage#t=1221
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Spikestuff wrote:
No - Clear signs of improvement (etc.) (Reject) Yes - Entertaining (Moon/Stars) Meh - Boring (Vault)
This is the poll I'd love to see. This would be a perfect solution to the problem. I would re-word "Meh" though to something like "Yes but...". Meh comes off as "IDK what to think of the run, or care" rather than "Looks like a well made TAS, but it's boring". The poll I'd suggest: No - Clear improvements to be made/this game doesn't belong on the site, etc (reject) Yes but... - Well made, but not entertaining (vault) Yes - Well made and entertaining. (moon/star tier)
Post subject: Suggestion for Workbench Voting Process
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One thing I really don't like about the workbench process on this site is the limited voting option. Instead of having just "Did you find this movie entertaining?" I feel there should be a second voting box with the question "Should this movie be accepted?", in fact this question should come first. I think I speak for most of us when I say that I vote on the current "Is it entertaining?" question as if it's asking if the run should be accepted (most of the time). Having both questions covers both bases and makes it so that you don't have to write out a post just to convey your opinion on the run if you don't feel like it, while still giving people the option to expound on their thoughts in a post if they choose to. I've noticed people on this site love to voice their opinions through text in the workbenches so I don't feel that adding this voting option will reduce the amount of detailed explanations as to why people think a run should be accepted/rejected. One thing is certain: the current voting results for "Is it entertaining?" are totally unreliable as an answer to the question it's asking. Looks like this has been brought up before, but I hope a change is considered.
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AzumaK wrote:
I almost always agree that a TAS should be the hardest difficulty possible, but in the case of Doom, the games often have an exceedingly unfair highest difficulty.
https://www.youtube.com/watch?v=54T21LE1HbY
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ars4326 wrote:
I voted 'no' after watching your submission and considering the detailed suggestions given by other members. I agree with them in that, while your run is superior to human RTAs, there are still many obvious improvements that can still be made. I hope this doesn't discourage you. If taken constructively, this can definitely make you a better TASer; and I would certainly look forward to seeing an updated submission from you in the future!
Also hardest difficulty is the standard for FPS TAS's.
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Next indoor level Warehouse will use same strats as real time but the indoor level after, Park Place, you'll want to make the following changes to this: https://www.youtube.com/watch?v=XAuadF5F52Y 1. Avoid picking up the car after getting ice breath. 2. At 2:36 when you pick up the tank it almost always clips you through the floor, giving you the faster option of flying under the door of the locked room straight ahead instead of landing and clipping it. 3. Inside that little room you do not have to freeze the cryptonite thing and if you clip through the door fast enough to leave you skip Jimmy's text (pulled it off in RTA). 4. Killing the enemies around Darkseid is not required (neither are any other enemies in this level). 5. You can end the level faster after knocking Darkseid out by flying him to a specific spot instead of taking him all the way to the police car: https://www.youtube.com/watch?feature=player_detailpage&v=2l3wRjnXKQM#t=362 I wasn't ever able to replicate this on console.
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