Advertisement
Pheenoh

Klyde doesn't know how video games work

May 26th, 2012
412
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.84 KB | None | 0 0
  1. <mastersource1> hello abahbob, hope you had a great day!
  2. <abahbob> hello!
  3. <mastersource1> what are you working on tonight?
  4. » barrier skip?
  5. <abahbob> getting some saves so i can do favors for someone
  6. » not today
  7. <mastersource1> do you really think barrier skip is possible?
  8. <abahbob> ask klyde
  9. » hes more qualified
  10. <mastersource1> klyde you here tonight?
  11. <azuriice> says hes in on the viewer list
  12. <mastersource1> yeah i see that but i guess he is not here
  13. <azuriice> afk
  14. <abahbob> i believe in barrier skip
  15. » fml
  16. <mugg1991> 6_9
  17. <azuriice> LOL
  18. <klydestorm> Huh?
  19. <mugg1991> barrier skip seems unlikely
  20. <mastersource1> it sounds like you would have to fine where the wall connects to do it
  21. <klydestorm> The barrier is a cylinder.
  22. » And no, I don't think it's happening without a new trick.
  23. <abahbob> keyword, "without"
  24. <klydestorm> Our current knowledge isn't enough.
  25. <mastersource1> but in the game the game has a start point and a end point when it makes the wall
  26. <klydestorm> I'm not understanding what you're trying to say.
  27. <abahbob> there is no start or endd
  28. <mastersource1> the wall cant be infinite
  29. <abahbob> its a cylinder
  30. <pheenoh> All hail the great barrier, he shall never fall
  31. <mastersource1> or the game would keep drawing the wall in a circle
  32. <abahbob> you think of it as being drawn
  33. » its an object
  34. <mastersource1> in a memory sence
  35. <mugg1991> http://i.imgur.com/AzFfM.png
  36. <abahbob> aha the infamous picture
  37. » nvm
  38. » not the infamous one
  39. » but still an epic one
  40. <mastersource1> see what i am saying
  41. <klydestorm> No, I don't.
  42. » You're not making sense.
  43. <abahbob> explain this skip for me
  44. <mugg1991> you'd better bomb boost over there
  45. <klydestorm> Do the jumpslash as late as you can.
  46. <abahbob> thanks
  47. <mugg1991> fyi, TAS is just gonna leaf over it
  48. <mastersource1> when the cylinder is built in the mechanics of the game there has to be a start point where the pixels begin and where they wrap around and end
  49. <abahbob> mugg, you gonna want this save and just use codes for leaf and bombs
  50. <mugg1991> http://www.youtube.com/watch?v=jqHNJD4tYHM watch this mastersource
  51. <mastersource1> if it were to keep wrapping it would use a lot of memory to calculate it
  52. <klydestorm> mastersource, I think you have no idea what you're talking about.
  53. <abahbob> it doesnt keep wrapping
  54. » a circle doesnt keep getting drawn
  55. » but it has no start or end
  56. » oh god this looks naty
  57. » nast
  58. » nasty*
  59. <klydestorm> Yeah Dolphin doesn't do EFB well
  60. <mugg1991> wtf
  61. » EFB? What's causing this red blinking
  62. <pheenoh> DRC looks horrible, wow
  63. <klydestorm> Red blinking?
  64. » If you turn the EFB off, all the heat effects will be black boxes instead.
  65. <mugg1991> I thought those wooden parts earlier blinked red
  66. <mastersource1> true a circle has no start or end but in a game engine there is different physics
  67. <klydestorm> That's just lighting effects from the lava
  68. <mugg1991> You can't tell me it's normal
  69. <mastersource1> what i am trying to say, somewhere in the circle there is a weak point and that is what has to be found
  70. <klydestorm> That's probably from using the OpenGL video.
  71. » Mastersource, there isn't, stop.
  72. <abahbob> im using 3d 9
  73. <klydestorm> The circle is capped and it doesn't work the way you think it does.
  74. » Oh, then I don't know why, abahbob. I don't have those problems.
  75. <mastersource1> what am i not allowed to explane myself?
  76. <abahbob> its some settings
  77. <mastersource1> explain*
  78. <abahbob> mastersource, klyde spent his life on tww
  79. <mugg1991> Mastersource, you're more than welcome to share your thoughts. But the circle doesn't have a weak point
  80. <klydestorm> abahbob, why do people always say that junk?
  81. <abahbob> hmmm?
  82. <klydestorm> I haven't "spent my life on it", that makes me sound like a chump.
  83. <abahbob> ah
  84. » its a compliment from me
  85. <pheenoh> Klyde knows alot of wind waker
  86. <mastersource1> how much newton physics have you had klyd?
  87. <klydestorm> I have common sense and logical thinking, that's enough for me.
  88. <abahbob> klyde, remember you are a mod
  89. <klydestorm> I'm very aware of that, doesn't mean I'm gonna ban him.
  90. <abahbob> i never said ban
  91. <mastersource1> why should i be banned?
  92. <mugg1991> do not time out the people that want to share their ideas
  93. <klydestorm> Most people just ban someone when they think they're being annoying.
  94. <mastersource1> i am just trying to discuss something here
  95. » if you do not want to discuss things in here then just say so and i will stop and watch
  96. <klydestorm> The thing is, there's nothing to discuss. The barrier doesn't have a weak point where the circle "connects".
  97. <mugg1991> the circle is like a series of walls that connect with each other
  98. <abahbob> hmm i'll get bk
  99. » cuz i suck at bk skip on keyboard
  100. <mastersource1> may I continue then?
  101. <abahbob> sure why not
  102. <gameroftheyear2013> uhh
  103. <mastersource1> you can never have a perfect circle in a world with external insults
  104. » meaning
  105. » the only way for that circle to be perfect is the dev would have the place it first before anything else
  106. <mugg1991> doesn't make sense to me
  107. <azuriice> ^
  108. <abahbob> anyways, it seems that the devs put it first by that logic
  109. <mastersource1> that circle would have to have zero interaction with anything else in the game
  110. » i think the way to find it is to look at it in another direction
  111. <rocmox> you should then look in that direction and find it for us
  112. » thanks
  113. <abahbob> so you're saying we should go from a different side?
  114. <mugg1991> if it wasn't already clear, the barrier is like this: http://i.imgur.com/OLbY0.png
  115. <mastersource1> not a different side
  116. <mugg1991> A series of walls that connect each other
  117. <klydestorm> Much tinier walls, mind you.
  118. <mugg1991> I drew this in less than 10 sec
  119. <klydestorm> I know.,
  120. <mastersource1> remember that wall must interact with it's environment
  121. » that youtube video proves it
  122. <klydestorm> What video would that be?
  123. <mugg1991> Objects such as Link and enemies have collision points and when those go beyond a wall, they're readjusted before the next frame is rendered. (This is only educated guessing)
  124. <mastersource1> the key is to find that weakness where it interacts with it's enviroment
  125. <abahbob> such as ledgeclipping
  126. » but there are no grabble ledges
  127. <mastersource1> look at any glitch that is ever done, you find a weakness with the enviroment not the object.
  128. » every object has a assigned correct?
  129. » assigned value*
  130. » are we atleast on the same page that objects have assigned values?
  131. <abahbob> i assume it has a value of whether or not it exists, but it could be an external variable somewhere else
  132. <mastersource1> intrinsic/ extrinsic values
  133. <klydestorm> Also, the barrier itself is an actor
  134. » Or, the damage portion is I think.
  135. » That's why the boomerang can target it.
  136. » The wall itself doesn't even have a graphic.
  137. <mastersource1> but there has to be something that tells it that
  138. <klydestorm> It's just the way it's programmed.
  139. <abahbob> bleh game why you no load
  140. <mastersource1> yes and when it was programmed it was assigned a #
  141. » once that number can be found or i.e. something that is close to that number the weakness will be found in the circle
  142. <klydestorm> The only weakness it has is when it doesn't exist anymore when it's destroyed.
  143. <abahbob> brb
  144. <mastersource1> but there has to be a number that tells it to be destroyed
  145. <klydestorm> When certain flags are set.
  146. <mastersource1> so what is stopping someone from manually doing it
  147. <klydestorm> Triforce, MS3 and the scene showing the electric barrier scene after you kill the Darknuts in the Master Sword chamber being shown.
  148. » Those three things are the flags.
  149. <mastersource1> look at oot
  150. <klydestorm> This is not OoT.
  151. » Do not compare it to OoT.
  152. <azuriice> ^
  153. <mastersource1> but i am using it as an example
  154. <klydestorm> Your example doesn't work, as this is not OoT.
  155. <azuriice> exactly, its a different game
  156. <klydestorm> In case you didn't realize, OoT was beaten in 21 minutes.
  157. <azuriice> it means nothing
  158. <mastersource1> i don't think you understand how games work
  159. <klydestorm> Quite the irony there.
  160. <abahbob> here
  161. » back
  162. <azuriice> hai
  163. <mastersource1> a game is all about the numbers
  164. <klydestorm> Anyways, I'm fairly sure you're just a troll now, so I'm gonna stop feeding you.
  165. <mastersource1> numbers tell the game what to do next
  166. » i am not a troll and don't you dare call me one for trying to talk about something
  167. <azuriice> LOL
  168. <abahbob> master, do you know who has the oot wr?
  169. <mastersource1> that is what i get for trying to talk to a high schooler
  170. <azuriice> inb4 he looks it up
  171. <abahbob> master, do you know how RBA works?
  172. <mastersource1> yes
  173. <abahbob> k just wondering
  174. <klydestorm> lol
  175. <mastersource1> kinda in a very small way the same thing i am trying to explain
  176. <azuriice> the wall is a bottle
  177. <abahbob> lol okay
  178. <azuriice> thats the answer guys
  179. <abahbob> ^
  180. <azuriice> damn im so smart
  181. <klydestorm> You must know a lot about newton's laws.
  182. » You're so good, azuriice.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement