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| Fanatic marcpullen@mindspring.com | "Re(1):Changing" , posted Wed 14 Mar 06:47  
You can't change par times in normal DOOM/DOOM2. The par time is unfortunately calculated based on the distance between the player start point the the exit switch/line, not the real time it takes to get to the two points.
You can change it in most source ports, like ZDOOM (noted here already) and in EDGE in LEVELS.DDF.
-Marc http://www.doomworld.com/fanatic
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| | Linguica Doomworld webmaster  linguica@doomworld.com 831722
| "Re(2):Changing" , posted Wed 14 Mar 16:41  
Um what? The par times in Doom and Doom 2 were created by one of the id employees. There's no sort of automatic computation involved.
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| | Fanatic marcpullen@mindspring.com | "Re(3):Changing" , posted Wed 14 Mar 17:14  
I heard wrong long ago then. That's what I get for believing everything I read on the internet. :)
So I looked and found them in g_game.c:
// DOOM Par Times int pars[4][10] = { {0}, {0,30,75,120,90,165,180,180,30,165}, {0,90,90,90,120,90,360,240,30,170}, {0,90,45,90,150,90,90,165,30,135} };
// DOOM II Par Times int cpars[32] = { 30,90,120,120,90,150,120,120,270,90, // 1-10 210,150,150,150,210,150,420,150,210,150, // 11-20 240,150,180,150,150,300,330,420,300,180, // 21-30 120,30 // 31-32 }
Groovy.
So to answer the original question, use a source port where it's configurable in a text file of some sort, or edit the above in the original source and recompile.
-Marc http://www.doomworld.com/fanatic
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| Enjay Enjay001@hotmail.com | "Re(1):Changing" , posted Tue 13 Mar 13:35  
If you are working with zdoom, using
par <partime in seconds>
In the section for that level in your MAPINFO lump will give you a new par time. Leaving out a par time from a wad that has a MAPINFO entry means no par is shown, just the time to complete the level, which is also useful.
Meek
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