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Messages - Masta

#16
Quote from: TheKomodo on April 21, 2024, 06:32 PM
If that picture is where he activates drill then it's not a swoosh it's an arch.

If he's going ------------------>
You either wrote this with the assumption that Triad's views on what constitutes a swoosh is the same as yours, which is an incorrect assumption otherwise the score would not have been changed back to 99. Or you didn't know when writing this that the rope undergoes 1 frame of motion internally before being released and you wrote something wrong based on a lack of knowledge of how the game works.

Quote from: Masta on April 21, 2024, 08:46 PM
Unfortunately that's not how the ninja rope works, there's quirk with the rope making it so it should be released 1 frame earlier than what the rendered frame is showing.
Quote from: TheKomodo on April 21, 2024, 08:51 PM
Yeah but at best it would be totally vertical, and still not a swoosh.
You were wrong about the angle, it is in fact at an angle that is sloping slightly to the right.
#17
Here is a video of the swoosh at the slowest playback speed. You can see this for yourself by pressing Shift + 0 + 9
#18
Quote from: TheKomodo on April 22, 2024, 06:24 PM
By my definition, the last frame you see the actual rope is what counts.
That's not how the game works, you are wrong.
Quote from: Deadcode on October 09, 2017, 03:14 AM
The last rope angle rendered before releasing the rope is never the same as the angle at which the next rope will be shot, unless the rope is perfectly still when released. This is because the rope internally undergoes a frame worth of motion before being released.
#19
Quote from: TheKomodo on April 22, 2024, 03:23 PM
there is no "official" way of doing any move on the rope, its basically what people agree on.
I agree, but that isn't what I'm disputing.

Quote from: TheKomodo on April 21, 2024, 08:51 PM
Yeah but at best it would be totally vertical, and still not a swoosh.
Quote from: TheKomodo on April 21, 2024, 10:46 PM
My definition of a swoosh though, is when the rope is past the perfect vertical point moving downwards

I found the rope attachment position and the worm position at the frame of rope release by looking at the game's memory values.
Rope attachment position: 3100.1880340576171875 pixels
Worm position:            3103.64398193359375   pixels


As you can see the the worm is more than 3 pixels further to the right than the rope attachment position.

What this means is that the rope can't be perfectly vertical, in fact it's angled slightly to the right. You should be able to see this for yourself using TA by not releasing the rope.
Even by your own definition it was a swoosh, and you were wrong to assume that the rope would not go past perfectly vertical.
#20
Quote from: TheKomodo on April 21, 2024, 10:46 PM
To be honest, I've never seen it actually written anywhere. My definition of a swoosh though, is when the rope is past the perfect vertical point moving downwards, basically, the image that Triad showed but the worm would be on the other side at the same point.

That's how I've known it for over 20 years personally.

For the Challenge, it's up to the moderator, so up to Triad really.
The looks-like-a-swoosh-quacks-like-a-swoosh-but-isn't-actually-a-swoosh could be a its own trick if someone wills it enough, I won't argue about that. I'll say this, you were wrong to advice with certainty based only on an assumption.
#21
Quote from: TheKomodo on April 21, 2024, 08:51 PM
totally vertical, and still not a swoosh.
Um actually, when going to the right a swoosh is possible at 90° . ☝️🤓
#22
Unfortunately that's not how the ninja rope works, there's quirk with the rope making it so it should be released 1 frame earlier than what the rendered frame is showing.
Quote from: Deadcode on October 09, 2017, 03:14 AM
The last rope angle rendered before releasing the rope is never the same as the angle at which the next rope will be shot, unless the rope is perfectly still when released. This is because the rope internally undergoes a frame worth of motion before being released.
#23
I'm glad we are on the same page about time investment. Playing on the same map for more than 90 min is usually enough for me to get bored and start to lose focus. I read what you said as indirectly suggesting that someone should try to do a sub 180 on this map, that's why I made the sub 190 suggestion to you. If you want to do a certain time on a map you should do so at your own discretion and because it's a goal you set for yourself, that's how I feel at least. My apologies if I misunderstood.

As for analogue keyboards I would feel bad for using one in combination with finger rolling. The tapping speed you gain with finger rolling and the additional tapping control needed feels balanced to me, but the nature of analogue switches kind of negates the finger control aspect. I'm also afraid I will lose the finger control I've built up over the years and become dependent on analogue switches.

Quote from: TheKomodo on April 07, 2024, 10:54 PM
@Masta(or anyone else), if you watched the TA run I did, are there any parts you saw and think could be done more optimized to save some seconds?
Here are a couple of moves that could improve the run, it's just my intuition that it's faster so I can't guarantee a time save:
#24
Quote from: TheKomodo on April 07, 2024, 10:54 PM
Damn Masta... Very nice run! Impressive it was about 1 second to my original Save State replay run!
Thanks, it could have been faster without the fall so I'm a bit disappointed but there is still a bunch of time to save as you have shown.

Quote from: TheKomodo on April 08, 2024, 03:55 AM
It's stringing them all together that would make anyone who could pull it off, the greatest roper that has ever lived. :D
I don't agree with this or even care the only reason I would try to do it is if you did a sub 190 as my goal for this map is to be 10s faster than you.
#25
General discussion / RR map pack speedruns
October 09, 2023, 04:50 PM
Using TerrainSync to auto place, a script to auto select the next map and Auto Splitter.
I will reach out to moderators of Worms Armageddon on speedrun.com if there is an interest to add it on there, it can be added under "Worms Armageddon Custom Maps."
#26
We have agreed to play today at 20:15 UTC.
#27
My scheme is based on Big Rope Race and the classic party game Hasbro Twister. I look forward to discussing ideas, collaborating and having fun creating schemes. Thanks everyone!
#28
Post your good and bad luck. I landed on Boomrace against Slayer, someone who is in a community named "Boomrace Masters."
#29
If you have any ideas for other rules than the ones I came up with it feel free to suggest them here.
The scheme could be played in several matches where the leader has more difficult rules to follow or must follow multiple rules at once.
#30
The subtle difference between the Wooting 60HE and the script is that with the keyboard you at least have to lift one of the keys for a very short time, I believe 1 ms, before pressing the other key. With the script you do not have to lift the other key at all. Hardware that is closer in functionality to the script is a D-PAD where two opposite buttons can not be pressed at once. By mapping the space key to left and right on a D-PAD it is possible circumvent the multiple space block.
I would not mind seeing both hardware like that and the script allowed on TUS even as someone who has no interest in using it. I do not believe those tools give enough of an advantage to be banned.