Post subject: Half-Life TAS Mod
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
http://wiki.sourceruns.org/wiki/Half-Life_TAS_Mod Is someone going to work on a run using this? It sounds like an interesting new frontier for someone willing... just sayin'. :-)
"I think we can put our differences behind us... for science, you monster."
Post subject: Re: Half-Life TAS Mod
YaLTeR
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Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
DemonStrate wrote:
http://wiki.sourceruns.org/wiki/Half-Life_TAS_Mod Is someone going to work on a run using this? It sounds like an interesting new frontier for someone willing... just sayin'. :-)
Randomness isn't under control yet and there's no good way of doing proper savestates as well for now. A way of exporting scripts executable by unmodified game is to be done.
Patashu
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Joined: 10/2/2005
Posts: 4016
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Twisted_Eye
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Active player (332)
Joined: 10/17/2005
Posts: 629
Location: Seattle, WA
That was seriously amusing. The response to the sergeant telling you to 'master your weapon...'
YaLTeR
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Joined: 12/2/2011
Posts: 129
Location: Moscow, Russia
By the way, we're working on tools that will allow for complete TASability of the game, including the RNG manipuation and consistency and one TAS input file for the whole run including potential saveloads and changelevels!