bugReTux - Bugs: bug #48249, Speedrun features (demo recording,...

 
 

bug #48249: Speedrun features (demo recording, speedup/slowdown, savestates)

Submitted by:  None
Submitted on:  Thu 16 Jun 2016 10:13:23 PM UTC  
 
Severity: 1 - WishStatus: Wont Fix
Assigned to: NoneOpen/Closed: Closed

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Fri 17 Jun 2016 07:43:55 PM UTC, comment #7:

It's not possible to do so unless delta timing is disabled. And like I said, the amount of work it would take to make it sufficient for a TAS is prohibitive.

Julie Marchant <onpon4>
Project Administrator
Fri 17 Jun 2016 05:54:00 PM UTC, comment #6:

Are there any plans to fix whatever issues are involved in demo recordings so that they can be played back without fear of desyncs, especially for those who don't use Windows?

Daniel O. <danfun64>
Fri 17 Jun 2016 10:16:15 AM UTC, comment #5:

> What is the advantage of using delta timing?


Delta timing causes FPS drops to not slow down the game (to a point; only if the FPS drops below 28 will the game slow down). It also allows the game to run at a higher frame rate than designated with faster hardware.

> Is the nodelta option always going to be "only meant for testing and development purposes"?


Yes. Disabling delta timing is not something you typically want to do. It can ruin the game experience, and this is gratuitous.

> Are there any plans for Retux levels to have major changes (I hope not)?


No.

> What is currently recommended for the purpose of speedruns?


The TAS community currently uses a program called Hourglass for Windows games:

http://tasvideos.org/EmulatorResources/Hourglass.html

There is unfortunately not an equivalent available for GNU/Linux.

Julie Marchant <onpon4>
Project Administrator
Fri 17 Jun 2016 03:29:22 AM UTC, comment #4:

What is the advantage of using delta timing? Is the nodelta option always going to be "only meant for testing and development purposes"? Are there any plans for Retux levels to have major changes (I hope not)?

What is currently recommended for the purpose of speedruns?

Daniel O. <danfun64>
Fri 17 Jun 2016 12:44:45 AM UTC, comment #3:

You can disable delta timing by passing the "--nodelta" option through the command-line. It is only meant for testing and development purposes, so it is not available as a normal option.

Julie Marchant <onpon4>
Project Administrator
Fri 17 Jun 2016 12:27:04 AM UTC, comment #2:

I am the original poster of this bug/feature request. How does one turn delta timing on and off then?

Daniel O. <danfun64>
Fri 17 Jun 2016 12:03:37 AM UTC, comment #1:

ReTux does support demo recording (you can see one recorded demo in the title screen), but it also uses delta timing, and that can cause recordings to go out-of-sync over time. In fact, you may notice that there are points in the title screen when Tux stands against a wall or stands in place for a bit; this is to effectively re-synchronize the recording and nullify the loss of synchronization caused by delta timing. Even with that, Tux occasionally fails to make it to the igloo.

Delta timing can be turned off, and then it would be possible to make recordings that work properly, but still, I don't think the TAS community would use it. They use external tools to introduce save states and such. Part of this is that the TAS community has particular rules with regard to how videos can be made, such as that no modifications to the game are allowed and that no pre-existing save data is allowed. Another part is that any attempt at providing these tools in the game itself would invariably lead to something inadequate for TASers' needs.

On a side note, I would be thrilled to see a TAS of ReTux. Unfortunately, as far as I'm aware, the only TAS tool for PC games is Windows-only, so it would be a really good thing if someone would make something like that for non-Windows systems. But in the meantime, TASers are welcome to use that Windows tool with ReTux.

Setting this to "Wont Fix" and closing, since it's an unrealistic request.

Julie Marchant <onpon4>
Project Administrator
Thu 16 Jun 2016 10:13:23 PM UTC, original submission:

As far as I understand, the main point of ReTux is to provide a version of SuperTux that is "stable" (no major changes to levels, engine, or graphics). If this is the case, then it puts ReTux in a unique position that SuperTux won't have for years, a sturdy base for speedrunning, like commercial games are (basically, no level changes either invalidating playback or breaking compatibility). It would be nice if ReTux could have added features to make a speedrunning community possible (demo recording is obvious. Savestates and speedup/slowdown lean more toward the Tool Assisted Speedrun catagory but would still be nice). Most importantly, all these features would need to be futureproof, so that demos recorded months from now can be played back in versions of ReTux made years from now. Can it be done?

Anonymous

 

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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Fri 17 Jun 2016 12:03:37 AM UTConpon4Severity3 - Normal=>1 - Wish
      StatusNone=>Wont Fix
      Open/ClosedOpen=>Closed

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