Posts for packsciences

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Joined: 6/14/2014
Posts: 47
I am kind of sad TASvideos withdraws from GDQs, but I totally understand it. Many people were confused about how TASes work, they imagine stuffs like auto-completion scripts, or don't measure the impact of the tools ... etc I hope you'll return someday :)
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Joined: 6/14/2014
Posts: 47
YaLTeR wrote:
There's a number of problems with the current state of TAS tools for Portal, and frequent desyncs is a major one.
FeelsBadMan
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Joined: 6/14/2014
Posts: 47
Congrats baruch. Finally, you did it
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Joined: 6/14/2014
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I don't know much about macro scripting tools, but I've heard some runners use AHK. http://www.autohotkey.com/ It apparently has its own language and allows to script input macros but I really know nothing about it. I hope I kind of helped you Friendly PackSciences
Post subject: Re: BizHawk 1.11.2 released
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Joined: 6/14/2014
Posts: 47
adelikat wrote:
1.11.2 is now Released! This is a big release for windows users, particularly those with poor openGL support. BizHawk can now be run in directx mode. For those without opengl , this is a huge speedup. (For others directx might perform better than opengl anyway) In addition, some big features for movie making including TAStudio branches, and SaveRam-anchored movie support. More details: http://tasvideos.org/Bizhawk/ReleaseHistory.html Windows Binary
Thanks, it works fine :)
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Joined: 6/14/2014
Posts: 47
I am not complaining. I am saying that Hourglass doesn't work with recent builds of GameMaker Compiler. I have no idea how to fix that with hourglass. However, I code with the language of GM:S (GML) and I could do a mod to TAS the game, which is really different from making a new version of Hourglass. To make a TAS mod, I would need the source code (apparently it's trendy to share .gmz project files on GameMaker community). However, I don't think I could help with Hourglass, it would be way too complicated and I don't think I could help. Making Hourglass work on all GM:S games would be pretty cool I guess.
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Joined: 6/14/2014
Posts: 47
If I could get the Source Code of this game, I could make a way more powerful TAS program than Hourglass. I don't think recent versions of GameMaker:Studio Compiler's compiled games are TASable with Hourglass.
Experienced Forum User
Joined: 6/14/2014
Posts: 47
Here is a mod for 10 Second Ninja and how to use it : Download : https://goo.gl/aMMtpy // Installation How to install : *Unzip the zip file *Run the game once (you might think it's not launching); the installation will proceed in the background. It will write 100 001 files under AppData\Local\10SecondNinja_YoYo\ How to use : * Edit the .tas files (see below for how to edit it) * Launch the game * Skip the cutscene * The TAS Tool will start playing all the .tas files (each one matching with its name) How to edit : 1) Edit seed : *There are a bunch of random functions in this game. I made a system that allow the TASer to choose the seed : the seed.tas file Open it using a text editor and write down any natural number and it will set the seed. 2) Edit inputs : YOu should have exactly 100000 .tas input files in your AppData\Local\10SecondNinja_YoYo\ folder if you proceed the installation correctly. Their name matches with the order of their reading. Example : TAS_977.tas matches with the input on frame 977 in the first tutorial room. Then, the file is encrypted using the following code :None = 0 global.L = 1 global.R = 2 global.A = 4 global.B = 8 global.C = 16 global.D = 32 global.RS = 64 global.U = 128 global.ESC = 256 Maximum = (2^9)-1 = 511 Each of these variables is an input from the original game. Each number you put into a .tas file matches with an input. To find out which number, you have to add the number of the input using this encryption. Example : 17 on TAS_1865.tas will play the Left Key and the C button on frame 1865 because 17 = 16 + 1 Example : 35 on TAS_2.tas will play the Left Key, the Right Key, and the D button because 35 = 32 + 2 + 1 Finally, play and enjoy :) WARNING : This can experience lags, the lags are caused by your computer, the device is not lagged and is 100% accurate. WARNING : Don't forget to delete your save everytime you launch the game WARNING : This is a experimental tool, to report a bug, send a PM to @PackSciences
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Joined: 6/14/2014
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Experienced Forum User
Joined: 6/14/2014
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Impressive
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Joined: 6/14/2014
Posts: 47
Here is a WIP of the level 1 : https://youtu.be/xQ398GdMD4M
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Joined: 6/14/2014
Posts: 47
Hello, Recently, YoyoGames and HumbleBundle released the source code of Another Perspective, a cool indie game by Shaun Spalding : http://store.steampowered.com/app/305920/ Thus, I made a TAS Tool for Another Perspective. Download : http://www.speedrun.com/Another_Perspective/resources On first execution, it will write 100 000 .tas files in your computer. Then, close the game. You will see in AppData that there are new files named with the frame number. You have to edit it in a text editor with the following code : None = 0 Jump = 1 Enter = 2 Reset = 4 Switch = 8 MoveLeft = 16 MoveRight = 32 Escape = 64 MoveUp = 128 Max = 255 = (2^8)-1 Path : AppData\Local\AnotherPerspective_YoYo If you want to execute multiple inputs, you'll have to add the input code. Example : You want to play Jump and move to the left on frame 247. Jump = 1; Left = 16; 1 + 16 = 17 Open the TAS file 247.tas => Insert the number 17 Then launch the game, press New Game and the TAS will play. The system I made is possible to be done on all the other games released on Humble Bundle such as : Death Ray Manta Spoiler Alert Stealth Bastard Deluxe Savant - Ascent 10 Second Ninja (oh god that would be so cool if someone wanted to TAS it with my tool) L'Abbaye des Morts Spelunky Classic (PC) FrapZC and Blue_Link are working on AP TAS currently, ask them if you are interested. As far as I know, this is the first mod of the game; if you are interested or have any question, contact me.
Experienced Forum User
Joined: 6/14/2014
Posts: 47
It's very interesting that the tool "thinks" by itself. Do you have the source code, please ?
Experienced Forum User
Joined: 6/14/2014
Posts: 47
Oh, like AHK script. Interesting. Can you explain how it works ?
Experienced Forum User
Joined: 6/14/2014
Posts: 47
Oh nevermind. It's scripted then ?! But it's not a tool-assisted speedrun, is it ?
Experienced Forum User
Joined: 6/14/2014
Posts: 47
It's called a segmented run, not a tool-assisted speedrun. Go to SDA forums instead since you didn't use any tool.
Experienced Forum User
Joined: 6/14/2014
Posts: 47
Changed
Post subject: Source TASing (Portal & Half-Life 2) explanations
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Joined: 6/14/2014
Posts: 47
Hello, I am PackSciences, A lot of people made new threads on tasvideos.org to publish "TAS" which weren't TAS, these were called "Time-scale assisted" which is not the same thing. If you are too lazy to read all that's below, here is a video I made about it. There is a tool called Source Pause Tool, which has a lot of commands that make TASing possible in OrangeBox Engine (Portal, Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and their mods) games. Unfortunately, we don't have yet the tools to manipulate the RNG which makes our TAS unconsistent on some points. What is NOT consistent in TASing :
    Objects that acts freely in the air (a cube that falls from a cube dropper will not have the same result every time you run the TAS) Objects that you hold and that meet a wall or another item (which makes propclipping glitch impossible in TAS) Non-playable characters
So all glitches are possible in TAS except propclipping glitch and NPC teleports.
I want to run a TAS on my own computer, can I ?
Sure, grab the latest version of SPT (currently v0.8) and place it on your game folder. You need the game, from SteamPipe or the SourceUnpack, both works. Then download the .cfg file AND the .sav file (that are used currently for TASing). Place the .cfg file in your game folder/cfg and the save file on your game folder/save. Then type the following (I bind my keys to 1 and 2 to run the TAS) :
plugin_load spt
bind 1 "load <savename>"
bind 2 "exec <cfgname>
Finally press 1, wait for the loading screen and SPT should pause automatically then press 2 and the TAS will run.
I want to understand how it works, can you explain, please ?
Sure, here is an example from Half-Life 2: Sniper's Episode :
// sv_cheats 1
// host_framerate 0.015
// fps_max 60
// load TAS19

echo Hi Fnzzy, thanks for encoding
echo Would you like some coffee or tea ?
unpause
-attack
-attack2
-duck
-back
-moveleft
+moveright
_y_spt_pitchspeed 0
_y_spt_yawspeed 0
+forward
-back
-jump
-use
_y_spt_setangles 0 -90

record TAS_Pack_Sniper
echo Hi Fnzzy, I am using TAS_Pack_Sniper as a demo name
echo Due to the fact Chinese_Soup's mod doesn't have a proper end, please let the demo run and then stop
_y_spt_afterframes_reset

_y_spt_afterframes 25 "+jump"
_y_spt_afterframes 90 "-jump"
_y_spt_afterframes 91 "+jump"
 _y_spt_afterframes 110 "+use"
_y_spt_afterframes 112 "-use"
_y_spt_afterframes 150 "-moveright; -jump; _y_spt_setangles 0 -63"
_y_spt_afterframes 180 "-moveright; +jump; _y_spt_setangles 0 -70"
_y_spt_afterframes 200 "+duck; -jump; +forward"
_y_spt_afterframes 203 "-forward"
_y_spt_afterframes 210 "_y_spt_setangles 0 -180; -forward; +moveleft"
_y_spt_afterframes 230 "-moveleft; +forward; _y_spt_setangles 0 -169; +moveright; -duck"
_y_spt_afterframes 280 "_y_spt_setangles 0 170; +moveright; +forward"
_y_spt_afterframes 305 "+forward; -duck; +moveright; -jump; _y_spt_setangles 3.72 -70.21"
_y_spt_afterframes 400 "+forward; -duck; +moveright; +jump; _y_spt_setangles 3.72 -70.21"
_y_spt_afterframes 400 "+forward; -duck; +moveright; -jump; _y_spt_setangles 3.72 -70.21"
_y_spt_afterframes 460 "+forward; -duck; +moveright; +jump; _y_spt_setangles 3.72 -70.21"
_y_spt_afterframes 500 "-forward; -duck; -moveright; -jump; _y_spt_setangles 4.05 -59.40"
_y_spt_afterframes 505 "+attack; echo Last input frame 505"

First, I remind me that I should use framerate command for video rendering, because I always forget.
// sv_cheats 1
// host_framerate 0.015
// fps_max 60
// load TAS19
Then, I insert some jokes with the "echo" command (it prints a string on the console command) and I like to play with my fabulous video encoder, Fnzzy. Then, I unpause the game (which is logical because you should unpause the game to play) and sets all my inputs for the frame 0.
unpause
-attack
-attack2
-duck
-back
-moveleft
+moveright
_y_spt_pitchspeed 0
_y_spt_yawspeed 0
+forward
-back
-jump
-use
_y_spt_setangles 0 -90
The inputs commands are commands that are in the game, not in SourcePauseTool Then, you need to use "reset frames" command to start your TAS.
_y_spt_afterframes_reset
Finally, you need to use the afterframes command. It works like that :
_y_spt_afterframes <frame> "<commands>" 
// will exec the commands set in <commands> after tick <frame>
_y_spt_afterframes 25 "+jump" 
// will jump after 25 ticks
The SourceEngine uses the "tick" as the unit of time, not the frame. Then, you have to ask someone who is really good at video editing, like Fnzzy to make a video encode of your TAS. And here comes the result : Link to video If you have any questions, feel free to ask and I let you with some TAS work. https://www.youtube.com/watch?v=loTWcyLt_x8 https://www.youtube.com/watch?v=leYNMGk3M6M https://www.youtube.com/watch?v=xgkCTGl5w40 https://www.youtube.com/watch?v=CNCafnyhzP0 https://www.youtube.com/watch?v=iLSibfBbF4k https://www.youtube.com/watch?v=GzXI0MDYM5M I also made a tutorial in French about that : https://www.youtube.com/watch?v=ytB2z7KSd6Q And I made an other video but it's a bit outdated : https://www.youtube.com/watch?v=8rH8L1yBuKY Bye PackSciences
Experienced Forum User
Joined: 6/14/2014
Posts: 47
J'y ai push une fonction pour la fonction record. Ton outil a l'air pas mal, mais il n'est pas très permissif. Il sert pour ceux qui ne connaissent pas en détail le moteur Source.
Experienced Forum User
Joined: 6/14/2014
Posts: 47
It could be cool to see the TAS of this game using Tweaking glitch
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Joined: 6/14/2014
Posts: 47
gamerretro2 wrote:
Merci pour ce topic je savait pas qu'il y avait des tas de portal ce serait bien que quelqu'un fasse un tas complet :)
Personnellement, ça me saoulait qu'on me demande sans cesse sur mon stream "When is full game TAS ?". Du coup, j'ai fait ce petit poisson d'avril ... enfin ... poisson de juin : Link to video
Experienced Forum User
Joined: 6/14/2014
Posts: 47
We use Source Pause Tool made by Yalter & config files
Post subject: Le TAS de jeux OrangeBox ( Portal et Half-Life 2)
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Joined: 6/14/2014
Posts: 47
Bonjour, J'ai vu sur TASvideos que de nombreuses personnes prétendait "TASer" Portal. En vérité, ils utilisaient une fonction du jeu qui s'appelle "host_timescale <chelledetemps>" qui permet de ralentir le temps et après qui faisaient un rendu vidéo avec une échelle de temps normale. Ceci ne s'appelle pas du TAS, il s'agit de ce que l'on appelle sur SourceRuns le "Time-Scale Assisted" ou "TSA". Cependant, Yalter, un russe, a développé un outil pour les jeux OrangeBox (Portal, Half-Life 2 et tous les mods affiliés). A la base, cet outil servait à faire de la segmented run. Cependant, au fur et à mesure, Yalter y a ajouté des commandes très utiles pour le TAS. Désormais, on a un outil de TAS stable, mais qui n'a pas un outil de TAS officiel (encore des problèmes d'aléatoire dans le comportement des glitchs qui sont dépendants du lag). Si cela vous intéresse de voir le résultat d'un TAS, voici le TAS de la 19 : Link to video Si cela vous intéresse de comprendre en détail comment réaliser un TAS sur les jeux OrangeBox, voici un petit tutoriel un peu fait à l'arrache pour appuyer mon post : Link to video Merci de m'avoir lu N'hésitez pas à poser vos questions PackSciences
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Posts: 47
Thanks :)
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Joined: 6/14/2014
Posts: 47
I don't have enough free space for Visual Studio Community. Couldn't someone compile it and link it ? Please