Cacodemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Doom Speed Demos > Miscellaneous demos (part 1) [please post in part 2 instead]
Pages (88): « First ... « 6 7 8 [9] 10 11 12 » ... Last »  
Author
All times are GMT. The time now is 04:04. Post New Thread    Post A Reply
Opulent
Moderator


Posts: 2087
Registered: 07-01


I'd say it should be fixed. It is a bug.
If someone wants it, they can play the real game.

let me put it this way, it is annoying to crash DOOM two hours into a demo. :)
but that is just my 2c

Old Post 06-08-06 04:08 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2585
Registered: 01-04


AFAIK, it's very difficult to exceed the original limit with correct algorithm. Of course, it can be fixed, but it will not be "removal of a limit"

Old Post 06-08-06 09:07 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11450
Registered: 07-02


Does it get into some sort of repeating loop, so no increased limit, however large, would be adequate?

I'm aware from cph's article that problems with the algorithms are the reason why the 128 limit sometimes proves insufficient. However, I didn't get a clear sense of whether it just leads to many more "intercepts" than are necessary (and so an increase to 1024 could solve most problems), or if it completely blows up.

Opulent: Yes, I dare say that one on the HR ep1 demo must have been especially annoying.

Old Post 06-08-06 12:34 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Opulent
Moderator


Posts: 2087
Registered: 07-01



Grazza said:

Opulent: Yes, I dare say that one on the HR ep1 demo must have been especially annoying.



not to overmake the point, but it has happened to me on Map11 many times. :)

Old Post 06-09-06 03:46 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ultdoomer
Junior Member


Posts: 232
Registered: 06-04


What determines if an intercepts overflow causes the noclip bug to occur or if it causes a crash? I thought it always led to the noclip bug, but now I'm hearing otherwise.

Old Post 06-10-06 18:07 #
ultdoomer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 1487
Registered: 06-06


sloth3g MAP03, UV Speed in 1:59 (ZDoom 2.0.63a)

Old Post 06-17-06 19:30 #
TimeOfDeath is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Schneelocke
Forum Regular


Posts: 741
Registered: 06-03



TimeOfDeath said:
sloth3g MAP03, UV Speed in 1:59 (ZDoom 2.0.63a)


It'd be great if you could include text files with your demos - thanks. :)

Old Post 06-17-06 19:49 #
Schneelocke is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 1487
Registered: 06-06


Oops, sorry about that. Thanks for the heads up. :)

Old Post 06-18-06 17:25 #
TimeOfDeath is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Schneelocke
Forum Regular


Posts: 741
Registered: 06-03



TimeOfDeath said:
Oops, sorry about that. Thanks for the heads up. :)


No problem. :) It just makes it so much easier to find out who did a demo and which WAD it was for and so on when you find it again on your HD five years later... ;)

Old Post 06-18-06 17:51 #
Schneelocke is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Belial
Senior Member


Posts: 1803
Registered: 09-05


2 demos for Matt Bollier's raven.wad

UV Pacifist in 0:46
UV Speed in 0:42

Last edited by Belial on 07-07-06 at 05:52

Old Post 07-07-06 05:47 #
Belial is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14421
Registered: 04-02



Belial said:
2 demos for Matt Bollier's raven.wad
Heh, that map has nothing but hitscanners and little health. I was playing it the very same day you recorded the runs.

Old Post 07-08-06 15:06 #
myk is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05


Heh, I don't know how interested people are in MMH demos (by the looks of things on C-N, not very), but I did a couple of runs on pl01 and pl02 for fun a while back. They were done with PrBoom so they aren't C-N qualifiable (and I suck at speedrunning) but the routes are solid nonetheless.

http://userpages.umbc.edu/~woorich1/100-pl01.zip
http://userpages.umbc.edu/~woorich1/128-pl02.zip

Ignore the COMPET-N "official" format of the text files, they were written before I realized that PrBoom wasn't legal for COMPET-N and I just don't feel like changing them.

Old Post 07-19-06 04:04 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Opulent
Moderator


Posts: 2087
Registered: 07-01



rrwoods said:
Ignore the COMPET-N "official" format of the text files, they were written before I realized that PrBoom wasn't legal for COMPET-N and I just don't feel like changing them.


demos sound good.

I still feel reasonable (read: view-worthy) prboom demos should be accepted as misc demos at the Compet-N or have their own section.

great to see you still playing!

Old Post 07-20-06 01:06 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14421
Registered: 04-02



Opulent said:
or have their own section.
They do: it's called "DSDA"!

Old Post 07-20-06 13:29 #
myk is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kristian Ronge
Senior Member


Posts: 1833
Registered: 11-03


Heh. ;-)

It's been a while since I shared some speedruns, so here's a speedrun pack for "Door To Hell", an overlooked E1M1-E1M9 mapset from 2001, by a Peruvian author. The quality of most of the demos is high, but the last two (E1M8 and E1M9) were recorded in a hurry and could be improved upon. Hope you like 'em! :-)

Old Post 07-20-06 14:43 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05



Opulent said:


demos sound good.

I still feel reasonable (read: view-worthy) prboom demos should be accepted as misc demos at the Compet-N or have their own section.

great to see you still playing!


The demos aren't bad but there's obvious places they can be improved, some with luck, most with skill. MMH demos are just so frustrating to make in the first place that once I got a half-decent run out of it I quit. :-P

I suppose the reason prboom demos couldn't be accepted is because of the various things you can see that you shouldn't be able to -- I tried a few max runs of e1m4, and every once in a while I'd miss a monster in the maze and I'd know because the kill count wasn't the right number.

I've been playing on and off for a few years now. I start and stop every once in a while; usually right after a stressful time (final exams, whatever) I'll play for like 3-6 months and then stop again.

Old Post 07-20-06 15:17 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Schneelocke
Forum Regular


Posts: 741
Registered: 06-03



rrwoods said:
I suppose the reason prboom demos couldn't be accepted is because of the various things you can see that you shouldn't be able to -- I tried a few max runs of e1m4, and every once in a while I'd miss a monster in the maze and I'd know because the kill count wasn't the right number.


Yes, and there's other advantages, too - like the ability to run in high resolutions, for example. Playing (and recording) in 1280x1024 is quite different from 320x200, and things like longtics also make it easier to record demos.

Not to mention that PrBoom fixes lots of DOOM bugs, which, while not typically giving you an advantage per se, will still make it difficult to compare demos.

Overall, though, I'll just reiterate my opinion that all the demo sites (particularly C-N, DSDA and Public DANG) should merge into one database-driven site that records more information about demos than just the wad/map and the time (or minimum health), one with lots of nice features, search capabilities, overviews, detailed breakdowns, tables and statistics. ^.^ And, for that matter, one where people can upload demos themselves (so the workload for Opulent gets reduced a bit, too, allowing him to focus on more important things that putting demos online and posting links all the time :)).

Old Post 07-20-06 15:23 #
Schneelocke is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14421
Registered: 04-02



rrwoods said:
I suppose the reason prboom demos couldn't be accepted is because of the various things you can see that you shouldn't be able to -- I tried a few max runs of e1m4, and every once in a while I'd miss a monster in the maze and I'd know because the kill count wasn't the right number.
The basic reason is pretty arbitrary; to use only the DOS engines, and the engines that apply (like you can't use the Final DOOM engine to record something on E1M1). It does unquestionably take care of any doubts regarding any possible differences outside what the DOS engines offer, simplifying things to a level where one doesn't have to ponder whether any slight change might be acceptable or not. It was specifically clarified back in the late 90s when Aurikan used a DOSDoom based engine to record some demos (with possible TAS functionality, as well), but even before that, before the source was available, Doom95 was not allowed either.

Old Post 07-20-06 23:50 #
myk is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05


One thing though - if you're in compatibility mode with Doom/2/Final (whatever complevel is required), won't the demos be the same as ones recorded on the other engines, byte for byte, anyway? I mean, is there really any way to tell the difference? I don't mean to advocate cheating here, but it doesn't seem that there's any way to enforce that these things are recorded with the original engines if someone writes a game that spits out demos that are byte-for-byte the same as the originals anyway.

So anyways, to keep this thing on-topic: Any feedback/improvements on those two MMH's?

Old Post 07-21-06 04:42 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14421
Registered: 04-02



rrwoods said:
I don't mean to advocate cheating here, but it doesn't seem that there's any way to enforce that these things are recorded with the original engines if someone writes a game that spits out demos that are byte-for-byte the same as the originals anyway.
This has been discussed here more or less recently; so now people submitting to COMPET-N (or the DSDA) do so more out of love of the game/challenge than person to person competition, for the most part.


Any feedback/improvements on those two MMH's?
Nothing specific, but as I was watching the demos I was thinking the category itself is interesting, as a "player restricting" style (others would be Tyson and pacifist).

Old Post 07-21-06 09:08 #
myk is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05


Yes, that's one of the reasons I chose that specific category. I don't like Tyson and Pacifist so much; I like my shotgun and rockets, thank you :-) But that particular restriction is fun for me. I did a bunch of e1 MMH demos... GAWD those are hard with all the hitscans everywhere, but they're quite satisfying nonetheless. I think I'll upload them.

EDIT:
http://userpages.umbc.edu/~woorich1/102-e3m1.zip
http://userpages.umbc.edu/~woorich1/102-r3m1.zip
Heh, I played this one in :56, and then realized, "Hey, this wouldn't be any harder on -respawn"... and then did that in :54.

http://userpages.umbc.edu/~woorich1/108-re01.zip
Weeee... :19! This one was fun to do, a lot more speedrunny that most other MMH's.

http://userpages.umbc.edu/~woorich1/113-r1m1.zip
I noticed that the C-N demo for this looked kinda slow, so I thought I'd improve it. Same route, if I remember correctly.

http://userpages.umbc.edu/~woorich1/200-e1m2.zip
So... many... hitscans....

http://userpages.umbc.edu/~woorich1/196-e1m3.zip
After I did this, I realized that you could prolly get through with 200 by not taking the secret exit, but I was just too tired at that point to care. I may go back and redo this with that route.

http://userpages.umbc.edu/~woorich1/200-e1m5.zip
Gah, this is 9 minutes long... Probably took me like 9 billion years to do too.

http://userpages.umbc.edu/~woorich1/200-e1m6.zip
Kinda boring, really, and probably can be drastically improved.

Last edited by rrwoods on 07-21-06 at 18:11

Old Post 07-21-06 17:47 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11450
Registered: 07-02



Kristian Ronge said:
It's been a while since I shared some speedruns, so here's a speedrun pack for "Door To Hell"
They were fun, especially the ultra-short ones on the early maps. Good job on spotting the (presumably accidental) end level toxic areas.

Initially I got a couple of desyncs, but that was because for some reason I had a newer version of the wad. They all play back fine with the version in the archive that you linked to.

Old Post 07-21-06 18:04 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kristian Ronge
Senior Member


Posts: 1833
Registered: 11-03


I'm glad you liked 'em, Graham! Uh, and take a wild guess at just how I "discovered" those 'end level by death' areas? :-)
What do you think about E1M8 pacifist? Is it a challenge worth your time?

Richard: Cool that someone is making a serious go at MMH! I'll definitely get around to checking out your demos.

Old Post 07-23-06 22:04 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Phil1984
Junior Member


Posts: 156
Registered: 12-02


Here is my attempt at an MMH Demo. A 0:08 attempt of Map 01 of Doom2. There is alot of luck involved in this run as you can probably imagine! Its technically a pacifist run too but who wants to see a 0:08 pacifist run?

http://www.geocities.com/bat_on/108-re01.zip

Nice MMH runs by the way rrwoods.

Old Post 07-25-06 01:32 #
Phil1984 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05


When I try to play back that demo, I get a "W_GetNumForName: OTHER not found" error box. Shame, because I'd really like to see an eight-second MMH run, given that it's well under half my time for that level...

Old Post 07-25-06 03:17 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11450
Registered: 07-02


It works OK for me. Checking it with lmpc reveals that it is a standard Doom2.exe-format demo, so there shouldn't be much scope for things to go wrong.

I'd suggest redownloading, and if that doesn't solve the problem (and you've definitely received the file OK), convert the lmp to text with and then back to binary using lmpc.

Old Post 07-25-06 03:40 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05


Got it. The association I was using to play the demos didn't have quotes around the '%1', so when I put it in a folder called "other demos", the game thought I was trying to play a demo named "other".

Nice freakin' demo! When I played it, I figured with all those hitscans at the beginning it'd be impossible to get by them without them hitting you, but I guess I was wrong. Very well played.

Old Post 07-25-06 12:45 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Phil1984
Junior Member


Posts: 156
Registered: 12-02


Why thank you, its comments like that that make the 25 minutes of constant swearing worth while :P. It does take alot of luck to get through their unscathed. It didn't help that on my 5th run through I got 9"03, and thought that I should be able to get 8 seconds easily.....

Old Post 07-25-06 13:04 #
Phil1984 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
rrwoods
Warming Up


Posts: 26
Registered: 10-05


http://userpages.umbc.edu/~woorich1/pl03-mmhroute.zip
Here's a route for an MMH on Plutonia map 3. It's not an actual MMH run as I get hit many times, and I definitely think this is possible with zero hits. The most frustrating and luck-based parts are the revenant/archie at the beginning and the run through the blue key room.

Old Post 07-26-06 17:03 #
rrwoods is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Opulent
Moderator


Posts: 2087
Registered: 07-01


You know, MMH doesn't have to be 100% health. It means maximum minumum health. (as I am sure you know)
in other words, if you can do e4m6 with 80 MMH, then you probably would have the record.

Old Post 07-27-06 01:28 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 04:04. Post New Thread    Post A Reply
Pages (88): « First ... « 6 7 8 [9] 10 11 12 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Doom Speed Demos > Miscellaneous demos (part 1) [please post in part 2 instead]

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory