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TestNeko uploaded a new video
(1 year ago)

Probably not worth watching.
Also, flies an airplane in San Andreas.
Pulli...
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Probably not worth watching.
Also, flies an airplane in San Andreas.
Pulling this off was a substantial technical achievement. Flying the airplane itself is quite easy; but doing this while simultaneously loading the trees before you slam into them while simultaneously recording it without unacceptable quality loss was a very difficult task.
There are graphical glitches, and these are semi-intentional. A mod was used to increase draw distances to 10 times their normal amount. This turns out to be just fast enough to draw trees reliably before you can slam into them while flying a Hydra at full throttle, regardless of drive read speed. The unfortunate side effect of it is that it's impossible to cache the amount of terrain that should be drawn at 10x normal view distance, hence missing blocks. If you dogfight too long you can actually crash the game. But without this mod, trees would be invisible. (However, you can still slam into them.)
Next, this read speed had to be kept up while simultaneously making a recording of it. Virtualdub can't read frames properly, so dxtory had to be used. Dxtory does not support output to yuv from vfw, so huffyuv in rgb mode had to be used; that in turn has no median prediction so a much cheaper version had to be used, meaning high disk bandwidth requirements which were offset by dxtory's built-in multidisk support, which left enough bandwidth for trees to load reliably.
San Andreas's sound cuts out when full hardware accelerated sound is enabled, so it was set to minimum; this results in an obnoxious clicking sound which had to be filtered.
After all that, the flying itself. I didn't fly nearly as aggressively as I probably should have. But I'm glad I finally ended up making this.
Of course, the air plane goes down the same way it did in the anime.
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TestNeko uploaded a new video
(1 year ago)

A friend asked me about the current state of Florensia. Here it is.
Albe...
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A friend asked me about the current state of Florensia. Here it is.
Albeit, abridged. I've left out the land segments because it was just over that number of minutes long, thus showing the practical limitation of what I describe later... as for the play itself; this is naval combat after about a year of me having never played, at all.
Watch as important milestones are remembered! *Fire control *Hotkeys for buffs necessary for adequate damage from torpedo cannons *Torpedo leading *Fishing boats being such a pain due to the small hitboxes *Lag time when firing special attacks that aren't cached in memory yet
Also demonstrates my work, from testing in Sky Odyssey, on a lossy real-time encoding system. Uses MPEG-4 as H264 could not be made fast enough even at the simplest settings. In fact, neither could conventional MPEG; even after disabling as much motion prediction as possible and running at quantizer 1 to avoid as much compression as possible, it was still slightly too slow. I ended up making my own custom quantization matrix to optimize for speed and compression over quality. At fixed quantizer 1, it still manages to look presentably free of most distortions, while being only 50% more costly than huffyuv, yet packs 20 times smaller.
This frees me to stop worrying, at all, even needlessly, about space, as this could capture high definition video with very little quality loss for 100 hours continuously on 600 gigs of free space.
However, it does nothing to extend the Youtube 11 minute hard limit. I guess more editing is in my future.
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TestNeko uploaded a new video
(1 year ago)
This stage is designed to be relaxing before everything turns tedious.
Yo...
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This stage is designed to be relaxing before everything turns tedious.
Your mission is to ram a flying balloon 3 times. After several attempts, I manage to accomplish this task.
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TestNeko uploaded a new video
(1 year ago)
Lots of tight corners here. Taking the proper line is very important.
Ta...
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Lots of tight corners here. Taking the proper line is very important.
Taking the wrong line (and I mean racing line, and by that I mean, flying the corners at the wrong altitude or trajectory) will probably result in massively reduced cornering speeds, or more likely, a crash.
There's actually a technique you may need to use at some points here--if using a pulsejet--that would generally not be used anywhere else. Instead of trying to pitch straight through the corner, pitch straight up and climb the side, then dive and roll around the corner. This allows you to enter and exit the corner at much higher speed than simply trying to brake and pitch. It's similar to the racing technique of taking the widest line possible, but applied in three dimensions.
In a plane as maneuverable as this one though, it's not really necessary.
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TestNeko uploaded a new video
(1 year ago)
That wasn't so bad!
Very short mission. It should be a little longer and...
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That wasn't so bad!
Very short mission. It should be a little longer and a little more refined. But it isn't.
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