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Old 09-26-2009, 11:36 PM   #21
NSane
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Default Re: WTF Replay.

Replays, fixable? Of course. Will it ever be implemented? Probably not, seeing as how replays are a valuable resource when tracking down cheaters / botters, you can tell by the avmisses, etc. So uploading the fix would only allow more cheaters to get away with cheating, like flukerun over there.
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Old 09-27-2009, 12:01 AM   #22
foxfire667
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Default Re: WTF Replay.

Quote:
Originally Posted by NSane View Post
Replays, fixable? Of course. Will it ever be implemented? Probably not, seeing as how replays are a valuable resource when tracking down cheaters / botters, you can tell by the avmisses, etc. So uploading the fix would only allow more cheaters to get away with cheating, like flukerun over there.
To be honest, fixing the replays can only show how good a person did on a song (or a bot for that matter), so seeing a fixed replay, could in turn show a AAA on a song that either cannot be AAA'd, or something of that matter, which could rise up suspicion of cheating. For example, if a person AAA's 4 for guru's only songs in a row, and the replay evidence shows this to be true, they could be easily spotted as botters, and it would most likely be true. As far as replays at the moment go, you really cannot tell crap, because if you play a harder song (I usually have problems with my replays if the songs are like difficulty 8 or above or the songs are over 3:00 long) the replay makes your stats look much worse than they originally did, regardless if you are a bot of not. Not getting an FC or AAA on a replay that says you have, cannot prove the person is a botter or a hacker.

There have actually been cases, where replays play BETTER than the persons stats carried out in the song. I seen this in the case of Mr. Rubix with the song "Vertex beta vROFL" when his final score in the replay, was about 1.8 million, but his best score recorded on FFR, was only about 1.4 million, which makes no sense at all really.

I can modify any one of my replays to be any score I wanted to if I wanted to spend the time doing it, but I am really just trying to see what the problem with the replays are.

Here is another replay mod I did to my own replay of "Horizon Remix" from a few months back when I thought the FC I got was amazing, but the replay decided NOT to give me the FC, and made me miss notes 92-93. I fixed the problem and now the replay gives me the FC (with an additional "BOO", but whatever). Substitute it in the server and see for yourself!

PHP Code:
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Old 09-27-2009, 12:06 AM   #23
foxfire667
The FFRchiver
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Default Re: WTF Replay.

Quote:
Originally Posted by x After Dawn x View Post
The issue is that the admin that coded the new engine for the FFR R1 game and who was going to code a new engine for the replays decided to leave the site unexpectedly. I remember making a thread asking Tass a long time ago to hire new admins or something to fix the problem, but they ignored the request saying how it wasn't mandatory or something.
Even if that was the case, I'm sure Synthlight or any of the other administrators that helped with the creation of the site, could have messed with the replays and fixed the problem if they really wanted to.

It might not be MANDATORY, but it is defiantly something that should be looked into. Why have a feature that doesn't work properly when it could be fixed with most likely only a few weeks of effort?
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Old 09-27-2009, 12:11 AM   #24
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Default Re: WTF Replay.

@NSane: How about providing both avmiss replays and fixed replays next to each other?
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Old 09-27-2009, 12:29 AM   #25
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Default Re: WTF Replay.

Quote:
Originally Posted by leonid View Post
@NSane: How about providing both avmiss replays and fixed replays next to each other?
This. If the avmiss replay engine is important to prevent cheaters, it should still be accessible on the website for people to use, even if the fixed replay engine would be the default.


foxfire667: According to what I've seen and figured out, the avmiss glitch was not caused by any of the things you proposed; instead it was an error in the way keypresses were matched against arrows. Each arrow has a 7-frame window in which it can be hit (average, good, perfect, perfect, perfect, good, good). In the old version, if you pressed a key while in the window for two different arrows, it would hit the LATER arrow, and then the game would think that you had progressed past the earlier arrow and not allow it to be hit anymore. Hence the average miss - the result was often that, when trying to PA the first arrow in a minijack, the second arrow would be hit at the very beginning of its window (thus getting an average) and the first arrow would become unhittable and generate a miss. (If you pressed the button both times, in an attempt to hit both notes, you'd rack up a boo as well.) However, in the new version, pressing a key while in the window of two arrows will hit the first one, leaving the second one to be hit by your next keypress. So when arrows were too close together, it used to be difficult (or impossible, if the notes were two or fewer frames apart) to PA the first arrow, but now every song that doesn't have more than one note per frame per arrow can theoretically be AAA'd.

About detecting cheating by watching replays: many bots will hit each note in the same perfect frame of the window (such as the one perfect frame when the note is just on top of the receptor) and you can often detect this by watching the avmisses in the replay. If the bot hits all the notes late, for instance, the replay will get an avmiss in pretty much every place it possibly can. I believe -FlukeRun- was an example of this.
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Old 09-27-2009, 08:37 AM   #26
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Default Re: WTF Replay.

I do think that replays need to actually REPLAY what was played -- it does need fixing. However, avmisses provide valuable information, and so the current engine needs to still be intact. Perhaps some sort of option switch or whatever.
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Old 09-27-2009, 08:38 AM   #27
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Default Re: WTF Replay.

Quote:
Originally Posted by foxfire667 View Post
Now I do have to say this, I have only been playing FFR for the past 3 or so months, so I don't think I have ever gotten to experience the the average miss glitch (thank god, I'd probably punch walls in knowing the game is actually screwing up my stats), so I cannot truly understand how the average miss glitch originally worked or was coded. How the game is coded at the moment, and I would assume pretty much sense the game was started, was when you hit a key that represented an arrow, the game would send this value into the game, and if an arrow was there when you pressed the key, you would get a rating of "Perfect", "Good", or "Average", while if an arrow was not there, the game would count the key as a "miss" or a "boo" (except in older versions, when not hitting a key without hitting an arrow counted as a miss and broke your combo). If you send a key to the game and the game is coded to read it, it would be FORCED to count it as SOMETHING, which is why I do not understand how throughout a song, a miss could be possible, UNLESS that arrow was NOT hit by the user due to lack of a key-press.

As far as the replays go...if I have values that represent where EXACTLY an arrow is intended to be hit, and it cannot be altered by lag, the score is really forced to be whatever the code tells it to be (UNLESS it fails before the sequence is complete, due to excess misses or boos that are programmed in the script in a row). I honestly do not believe that if I had the replay script that should correctly implement an FC on lets say, Monstrous Turtles, for the sake of being on topic with the particular replay that was screwing up in this thread, that the replay would miss or boo (unless the script was programmed to do so). Yes, I COULD be wrong, but with the strong evidence I have given with my Excite bike replay modification, I feel that average misses are from one of two things:

1) An error in the code creation, which could make times for certain notes alter or be recorded incorrectly, maybe due to a compatibility issue of FFR versions, that could cause misses, boos, averages, or other incorrect stats in the replay.

2) Some sort of error in the replay shockwave flash object itself, which could make the harder songs in the game glitch up, and the script not be correctly followed. In other words, the average miss glitch everyone is talking about, for the replay. Although I find this to be rather tough to believe...I would need evidence of problem code, to support this.

Chances are, in my opinion, it is probably #1 of the two reasons, because, like I said, if you have a script, and the game is programmed to follow that script, it WILL carry it out. This also explains why if you hit "try this level again" after the replay is over, that is just misses all of the notes and fails, because the replay file is NOT reloaded, after the replay ends, and the page needs to be refreshed in order to re-watch it.
You're still not understanding avmisses. Let me try another way:

For a given note, there's a set of frames around it. Hitting the note in a given frame will give you a given accuracy measurement.

Code:
good
perfect <----this is where the arrow is perfectly in the receptor
perfect 
perfect
good
average
CLEAR
The way avmisses worked was like this...The game in its earlier incarnation would only read an input for an arrow if there were no arrows later than it in the input field. So you have two notes that are say, four frames apart (A 4-framer), and it would look like this:

Code:
good	
perfect	
perfect	<---Arrow 1
perfect	
good	
average	
CLEAR	<---Arrow 2
You hit arrow 1 as a mid-perfect, and then arrow 2 enters the input area, to be played as normal. -If- however, you hit arrow 1 as a -late- perfect, when you pressed the button, it looked like this:

Code:
good	
perfect	<---Arrow 1
perfect	
perfect	
good	
average	<---Arrow 2
CLEAR
And the game went "Pressing the button now? You must be trying to hit arrow 2. So you MISSED arrow 1, got an AVERAGE on arrow 2, and then usually a BOO because you pressed the button twice but only registered the hit on one arrow."

This is what an AVMISS is.

A later version of the game engine was programmed to look the opposite way. When you pressed an input, it would look for the arrow that was furthest -up- that hadn't been played yet in the input area, instead of the furthest down, so that you could actually hit each arrow in a framer and have it register properly.

The replay engine is still the outmoded version that isn't looking the right way to not avmiss, so since the replays again are actually re-playing the song from scratch using your inputs and timestamps from the gameplay, you are getting proper PA when you play the game, and the replay is avmissing.

Last edited by devonin; 09-27-2009 at 08:43 AM..
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Old 09-27-2009, 09:12 AM   #28
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Default Re: WTF Replay.

Quote:
Originally Posted by devonin View Post
You're still not understanding avmisses. Let me try another way:

For a given note, there's a set of frames around it. Hitting the note in a given frame will give you a given accuracy measurement.

Code:
good
perfect <----this is where the arrow is perfectly in the receptor
perfect 
perfect
good
average
CLEAR
The way avmisses worked was like this...The game in its earlier incarnation would only read an input for an arrow if there were no arrows later than it in the input field. So you have two notes that are say, four frames apart (A 4-framer), and it would look like this:

Code:
good	
perfect	
perfect	<---Arrow 1
perfect	
good	
average	
CLEAR	<---Arrow 2
You hit arrow 1 as a mid-perfect, and then arrow 2 enters the input area, to be played as normal. -If- however, you hit arrow 1 as a -late- perfect, when you pressed the button, it looked like this:

Code:
good	
perfect	<---Arrow 1
perfect	
perfect	
good	
average	<---Arrow 2
CLEAR
And the game went "Pressing the button now? You must be trying to hit arrow 2. So you MISSED arrow 1, got an AVERAGE on arrow 2, and then usually a BOO because you pressed the button twice but only registered the hit on one arrow."

This is what an AVMISS is.

A later version of the game engine was programmed to look the opposite way. When you pressed an input, it would look for the arrow that was furthest -up- that hadn't been played yet in the input area, instead of the furthest down, so that you could actually hit each arrow in a framer and have it register properly.

The replay engine is still the outmoded version that isn't looking the right way to not avmiss, so since the replays again are actually re-playing the song from scratch using your inputs and timestamps from the gameplay, you are getting proper PA when you play the game, and the replay is avmissing.
Thank you! My god, I have been trying to figure out how the average miss glitch could have worked, and sense I never got to experience the situation myself, I didn't think about that as much as I thought about the code itself delivering the replay specs.

So basically, if two or more arrows are within the same frame range, the game would overlook the higher arrow, and take the lower one instead.

This poses another question though, if all the coding needed to fix the replays is a simple inversion on whether it goes after the highest arrow, or the lowest arrow, why hasn't it been at least attempted to be fixed yet?

Also, I have a solution to that problem, considering that it would be true botters' replays usually have such results, and sense moderators / administrators are the ones that ban botters and what not, couldn't they make an option to retain the OLD replay module for reviewing a possible botter, but use the new replay module for everyone else just looking at the replays? I'm saying this because:
1) It gives us the updated replays, but gives you the option to review replays in the old version if necessary.

2) I would assume most people that bot, understand that there replays could expose them, and they could most likely play a series of easier songs to make their botted replay be removed from the face of their profile.

Anyway, sense now I know what the problem is, maybe if I replace some code from the ffr updated SWF, into the replay player as far as hitting arrows go, I might be able to get some results. Wish me luck, I'm on a mission!
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Old 09-27-2009, 09:43 AM   #29
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Default Re: WTF Replay.

As I understand it, the game engine version that replays run on isn't "The game version, but unupdated" it is "The version that all the widgets run on"

If you aren't familiar with widgets, it was another project of the company wherein bands with a myspace page and a sufficient number of fans/friends could get a widget made for their myspace profile. The widget was a stripped down, simplified version of the game engine, that had two or three difficulty versions of 2 or 3 of the band's songs, and could be accessed both on their myspace page, and on the FFR site. The band got exposure on FFR, and FFR got exposure on Myspace.

I think the reason why the replay engine has never been updated is that it would also require updating the widget engine, since they are the same engine, and that might or might not require all bands with a widget to update, or otherwise modify the version running on their myspace, or else would require creating a new copy of the replay engine with the new avmiss fixing modifications and divorcing it from the widget engine entirely (None of the widget songs except for what, blooddrunk? Are even -remotely- difficult or in need of an avmiss fixing version of the engine) and that would need just enough work, and just enough access to the company servers, that the shortlist of people who -can- do it, matches up with the shortlist of people who -aren't- actually doing anything on the website anymore.

Simple asnwer: Yes, fixing it is possible, Yes fixing it probably woudln't even be that difficult or time consuming, but there had been priorities all along that were higher than fixing replays (Which was, at the time of the avmiss fix not an especially old feature anyway, so it wasn't like they'd been labouring under avmissed replays for years and desperately wanted out) and by the time "fixing replays" would have been near the top of the list, the company didn't have any active coders anymore.
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Old 09-27-2009, 09:50 AM   #30
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Default Re: WTF Replay.

Funny thing was, the avmiss fix was almost not implemented. At the time, the admins were debating whether or not it was worth fixing the avmisses or if that time was better spent moving forward into Third Style.
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Old 09-27-2009, 10:15 AM   #31
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Default Re: WTF Replay.

Well I guess that would be trouble updating the replay player, if that also meant the band widgets and everything else would have to be updated, it would make sense why they wouldn't want to update it if it were all on the same database.

Although, couldn't they just update the replay player, and separate it from the widgets? I mean, they could still keep the old replay player in the database if that meant the widgets wouldn't work without it, but they could stop connection flow to the old replay player, and forward it to the updated one, couldn't they?

Either way, I'm going to see what I can do...and if I get a breakthrough with updating the replay player MY way, I'll release the replay mod for people to download if they want to see their replays, the way they are supposed to be seen. I've modded a few things on FFR already, like the songs, and making the token trigger appear whenever I complete a song and for it to say whatever I want it to say, and all of that was only substitution and editing of code, so this cannot be that much different if I have both versions can it? It might take a while, but if I DO get it done, a few weeks is defiantly better than never, I'm sure everyone would agree. I feel it is time that coders start to take some steps around here, sense it doesn't seem like anything is going to get done, unless we do. I wonder if I can get any volunteers to help me try to fix this replay problem once and for all. Even if we cannot fix it...at least we can say we tried.
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Old 09-27-2009, 10:21 AM   #32
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Default Re: WTF Replay.

Wtf is the problem with widgets? Just make the replay page load a fixed swf.
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Old 09-27-2009, 10:28 AM   #33
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Default Re: WTF Replay.

Quote:
Originally Posted by MrRubix View Post
Funny thing was, the avmiss fix was almost not implemented. At the time, the admins were debating whether or not it was worth fixing the avmisses or if that time was better spent moving forward into Third Style.
More funny was that a lot of the top tier of players also didn't want avmisses fixed, because they knew that as soon as they were, FFR would get inundated in dumps full of jacks and hands and all the things you -couldn't- do because of avmisses. Lo and behold.
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Old 09-27-2009, 03:43 PM   #34
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Default Re: WTF Replay.

I actually really welcomed the avmiss fix because avmisses were GLITCHES. Songs were being judged based on difficulty resulting from GLITCHED METRICS. A rhythm game (which, by definition, should favor accurate timing) that punishes you for being accurate is a little ridiculous. It was like gaining skill through mastery of UNskill. It needed to be fixed. Too many people were bitching over stupid things.
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Old 09-27-2009, 03:55 PM   #35
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Default Re: WTF Replay.

But unskill -is- a skill, look at all the anti-skill-tokens.

Consider how many more AAA's appeared on framer-heavy songs directly following the avmiss fix, and then tell me which version took more actual skill to do well on :P
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Old 09-27-2009, 10:52 PM   #36
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Default Re: WTF Replay.

Quote:
Originally Posted by foxfire667 View Post
Oh please, have you even looked at the files that make the replay work? The replay consists of a few files aside from the SWF:
1) t-ffrreplay.php
2) t-ffrststsreadembed.php

The first file consists of coding to time each and every note, as well as the song level, the speed mod settings, and who is replaying it. A part of the code as been placed below:

&levelid=996&username=Punk Kitten&songauthor=zircon&songname=Power&replaysettings=1.5|465|rising&replaydata=U,100|L,171|R,241|L,311|R,329|U,338|D,346|L,355|U,364|D,372|R,381|L,389|U,399|L,407|R,416|D,424|R,432|U,442|D,450|U,459|R,468|

The second file is the post game stats, which pretty much look to me like stats you would see if you playing FFR as "Anonymous". It's value has no say on how the replay works aside from after the replay is over. I am going to assume the following:
D = down
L = left
U = up
R = right

I am also going to assume that those numbers represent some value of seconds, not sure how much of a second is represented by one unit though.

You could modify this script to hit all of the notes correctly if you REALLY wanted to...but that would take forever, and I would also assume that just being off a few of those numbers, could change a perfect into a good, or even a miss. Altering the script so that an arrow is FORCED to be hit with a certain value, instead of the value being forced upon the replay, could very well solve the problem.

I think I know what I am talking about quite well...but you on the other hand, and probably just trying to flame me like everyone else that thinks they are better than everyone else.
lol how did i miss this thread i need to start lurking more again
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Old 09-27-2009, 11:28 PM   #37
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Default Re: WTF Replay.

The only issue of avmiss fix was giving mashers even more advantages due to FFR's combo based scoring system and not having combo breakers other than misses.
I think availability of jacks is highly acceptable in FFR simfile world.

btw avmiss s-token is utterly outdated and doesn't make sense at all now, even though it's meant to be an anti skill token, it only lives in widgets and replays now.
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Old 09-27-2009, 11:43 PM   #38
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Default Re: WTF Replay.

Quote:
Originally Posted by jimerax View Post
\
btw avmiss s-token is utterly outdated and doesn't make sense at all now, even though it's meant to be an anti skill token, it only lives in widgets and replays now.
Thats not entirely true Jim, You can still obtain the Avemiss token in the current version of ffr, you just need to get an equal number of averages, misses and boos over the course of the song.

The token doesn't actually need to be recoded, jut needs to be reworded.
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Old 09-29-2009, 08:48 PM   #39
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Default Re: WTF Replay.

Now all we need is for an Admin to read this and go: "WTF our people could fix this."
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Old 09-29-2009, 08:53 PM   #40
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Default Re: WTF Replay.

Quote:
Originally Posted by devonin View Post
But unskill -is- a skill, look at all the anti-skill-tokens.

Consider how many more AAA's appeared on framer-heavy songs directly following the avmiss fix, and then tell me which version took more actual skill to do well on :P
I'm not denying that it took MORE skill to do well on the avmiss version. I'm saying it's gauging the WRONG kind of skill. It's a rhythm game. Rhythm games typically favor accuracy. A rhythm game that favors inaccuracy is like favoring an archer who never hits anything near the bullseye or something.

Last edited by MrRubix; 09-29-2009 at 08:56 PM..
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