Severed bunny head
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 > Vae Victus 2 demos
 
Author
All times are GMT. The time now is 12:58. Post New Thread    Post A Reply
Belial
Senior Member


Posts: 2338
Registered: 09-05


Dittohead's latest work is quite impressive. Time to show some love :)

Here's what I have done so far.

Maxes for the first 4 maps.

Map01 - 2:44
Map02 - 2:46
Map03 - 3:34
Map04 - 5:23

Two speed tricks: map05 in 1:43 with some help from the archvile, and map06 in 0:18 thanks to a rocket jump, also pacifist.

Old Post 11-02-06 19:49 #
Belial is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Kristian Ronge
Senior Member


Posts: 1977
Registered: 11-03


Map 6 UV speed/pacifist in 0:17. 0:16 shouldn't be difficult.

Nice set of maps! :-)

Old Post 11-02-06 23:18 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Searcher
Senior Member


Posts: 1351
Registered: 05-01


Outstanding map set and some great demos. Life is good! :)

__________________
Happiness is a warm SSG ;)

Old Post 11-03-06 01:46 #
Searcher is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Gusta
Forum Regular


Posts: 708
Registered: 02-04


I worry if there was the final version of this (very nice) wad as there were found many bugs and so.

Old Post 11-03-06 07:57 #
Gusta is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Searcher
Senior Member


Posts: 1351
Registered: 05-01


http://www.gamers.org/pub/idgames/l...rts/v-z/vv2.zip

Dated Oct. 27, 2006.

__________________
Happiness is a warm SSG ;)

Old Post 11-03-06 12:08 #
Searcher is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 987
Registered: 05-02


v2uv5229 - first-exit maxdemo of the entire wad. Made because I wanted to see if I could do it, and posted because, as yet, nobody else has ;)

Come on guys, you could knock half an hour off the time with your eyes closed...

Old Post 11-03-06 15:40 #
RjY is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Anima Zero
Forum Regular


Posts: 800
Registered: 09-04


2 demos here, both for map 7. UV-Max in 5:53 and UV-Speed in 1:57. Both are improvable. Will send to Ops.

Note: I wasn't sure if Boom compatibility was needed, so both demos were recorded with -complevel 9.

Old Post 11-03-06 16:09 #
Anima Zero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Grazza
Let's try Caesium


Posts: 12511
Registered: 07-02



Anima Zero said:
I wasn't sure if Boom compatibility was needed, so both demos were recorded with -complevel 9.
The txt claims "limit removing" (not always a reliable guide of course...) and Belial and RjY's demos are Doom2.exe compat (the latter a full-wad Max run, which is quite strong evidence), so it seems -complevel 2 (Doom2.exe compatibility) would be fine.

Later edit: Though there is a most unusual error in map06 that means that if you want to record a Doom2.exe-compatible demo you should use the latest test version of prboom-plus, which fixes the incompatibility.

Old Post 11-03-06 16:15 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Opulent
Senior Member


Posts: 2124
Registered: 07-01


Anima:
http://www.doomworld.com/sda/dwdemo/vv207demos.zip

Old Post 11-04-06 01:27 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Anima Zero
Forum Regular


Posts: 800
Registered: 09-04


Two demos here for today.

First is a nice improvement to my map 7 UV-Speed from yesterday. Thanks to skipping a line in the RSK room, the bars that trap you in the room didn't rise, saving me many seconds from not needing to fight the mancos. Still can be improved, but this is good for now.

Time for that run is 1:37.

Next is a UV-Max for map 6. Another fun map. Time for this run is 3:37. Could go a few seconds or more faster due to a couple ugly moments.

Sending the demos to Ops now.

Old Post 11-04-06 14:42 #
Anima Zero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
DomRem
Mini-Member


Posts: 67
Registered: 06-05


I improved Belial's MAP05 UV speed to 1:13. First exit which could still be improved upon.

Old Post 11-04-06 17:49 #
DomRem is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Opulent
Senior Member


Posts: 2124
Registered: 07-01


Anima:
http://www.doomworld.com/sda/dwdemo/vv207137.zip
http://www.doomworld.com/sda/dwdemo/vv206337.zip

Old Post 11-04-06 17:53 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Kristian Ronge
Senior Member


Posts: 1977
Registered: 11-03


The AV jump on map 5 is spectacular, but sometimes, the easiest solution is the best. You can just lower the pillar with the red key through the bars, and straferun into them to grab the key. :-)

Old Post 11-05-06 13:46 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Belial
Senior Member


Posts: 2338
Registered: 09-05


Haha, I did try that but couldn't get it to work. Is there any particular side from which you can do that?

Old Post 11-05-06 15:48 #
Belial is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Anima Zero
Forum Regular


Posts: 800
Registered: 09-04


I've dinked about map 5 on that RSK grab. I had the best chance of grabbing it from the NW or NE side of the lift.

However, I noticed another trick, although it might be unlikely to be much faster, if any, than this trick...

What about an archie boost into the BSK area? It's possible, just not sure if it'd be faster at all than the RSK grab.

Anyways, I improved map 6 UV-Max to 3:24. Still ugly in a few spots (*Points to the YSK area*), but this is a good 13 seconds faster than my previous run.

Sending the run to Ops now.

Old Post 11-05-06 20:12 #
Anima Zero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Kristian Ronge
Senior Member


Posts: 1977
Registered: 11-03


I only tried it from the northeast (right as you get up the stairs), aiming for the NE corner of the platform. Strafe50 gives you an excellent chance of making it on the first try.

An AV jump to the blue key area ... I'm sure it would be faster if one pulled it off cleanly. The problem would of course be getting around all those monsters cleanly after you'd landed (and without getting killed, as your health would be pretty low).

Old Post 11-05-06 20:47 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Opulent
Senior Member


Posts: 2124
Registered: 07-01


an improved demo from Anima Zero:
http://www.doomworld.com/sda/dwdemo/vv206324.zip

Old Post 11-05-06 21:03 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Anima Zero
Forum Regular


Posts: 800
Registered: 09-04


Well, after many many many hours of attempts on map 5, I got a rather poor UV-Speed time of 1:00 using the archie jump trick. Several ugly parts, but the ending...well, just my luck eh?

It is a new UV-Speed record for the map, but I don't see it holding up too long, as this demo is more of a visual demo showing how the trick is done than a good run sadly.

I'll send the demo to Ops now. Do improve it please, even if it's using the RSK grab trick (Which I think might be faster if one gets the grab to work on the 1st or 2nd try).

EDIT: But of course, I just can't seem to let it stand as is for long now can I? Stubborn as I am, I kept at it for awhile, trying to get a decent enough demo with the archie jump trick...and got to the exit for only the 2nd time in all the attempts I've tried over this level just about 20 minutes ago. I was quite pleased to see a 0:54 on the results screen. Justice has been served at last for this run :). Now I'm happy with it. Packaged it up, along with the original run and a funny heh demo and will be sending it to Ops shortly.

Last edited by Anima Zero on 11-06-06 at 18:46

Old Post 11-06-06 14:11 #
Anima Zero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
myk
volveré y seré millones


Posts: 15231
Registered: 04-02



Gusta said:
I worry if there was the final version of this (very nice) wad as there were found many bugs and so.
I wonder; I've watched the single map demos and the ones on Map06 all desyched early on. The rest were all okay. I've RjY's left to watch, but didn't want to start the long demo if it was going to desynch on the penultimate map due to having the wrong version of the wad... unless the issue is an overflow, or something. I'm using Doom2+, by the way.

EDIT: No, it's not the wad. Something's up between the level and Doom2+, because PrBoom+ plays it back fine with or without spechit emulation.

Last edited by myk on 11-06-06 at 23:02

Old Post 11-06-06 22:45 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Grazza
Let's try Caesium


Posts: 12511
Registered: 07-02


Desyncs the same way in Chocolate-Doom (switching to automap mode to avoid a VPO). Just to confirm: this is using the new version of the wad, and I tested with vv206324.lmp.

Eternity plays it back OK, and so does "WinBoom" (prboom 2.02), so it looks like some difference introduced in Boom itself. Prboom+'s console text (in stdout.txt) does not mention anything that would explain the desync.

Looks like a bug report is needed... done

Old Post 11-06-06 23:22 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
entryway
Forum Staple


Posts: 2739
Registered: 01-04


It desyncs in first tics. It is good.

Old Post 11-07-06 11:02 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Opulent
Senior Member


Posts: 2124
Registered: 07-01


belated reply... some very serious domestic problems. :(
Anima:
http://www.doomworld.com/sda/dwdemo/vv205054.zip

Old Post 11-09-06 04:30 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit || Quote
entryway
Forum Staple


Posts: 2739
Registered: 01-04



Grazza said:
Looks like a bug report is needed... done
To all appearances any doom-compatible demo on that level will desync with Boom-based ports. Currently.

Old Post 11-09-06 22:56 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Grazza
Let's try Caesium


Posts: 12511
Registered: 07-02


Ah, those errors were among those mentioned here and here, but these two, alas, were missed.

Old Post 11-10-06 02:07 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
entryway
Forum Staple


Posts: 2739
Registered: 01-04


This test version has the fix of aforesaid boom bug and can be used for record of correct doom2-compatible demos on Vae Victus.

Old Post 11-11-06 19:59 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Vile
The man made of sticks


Posts: 1419
Registered: 06-02


Heh, I thought I was onto something with an archie blast under the blue door on map05, but I dunno, maybe I haven't looked at it enough. When I did reach the exit line, it didn't end the level because of complevel differences. On the complevels I thought would work, the cyberdemon blocks the player's body or the dead body doesn't get any lift because of the door itself. Feel free to play with that one, it's quite a chore to set up anyway.

Already said it, but great mapset.

Old Post 11-12-06 03:34 #
Vile is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Grazza
Let's try Caesium


Posts: 12511
Registered: 07-02


I'd played around with that idea, but thought it would need too much luck, if indeed it is possible. Actually, I thought the best chance was with a stream of arachnotron plasma, as the height from an archie blast would be as much a hindrance as anything else. I'm probably wrong about that though, since I didn't get any slides that ended anywhere near the exit.

I'm not sure about the mechanics of a corpse passing through monsters. I suspect it happens more easily on Boom (I've used this in some demos) than on vanilla (perhaps it doesn't happen at all in vanilla?), but haven't tested this systematically.

I think the comp setting that is causing the problem for you is comp_zombie ("zombie players can exit levels" - a misnomer since it affects corpses, and not just zombies). Set that to 1 or "yes" if playing with anything above complevel 9. With Boom compat (-complevel 9) you should be OK (it was an MBF option, not present in Boom), and also be able to slide through the cyberdemon. OTOH, it feels a bit "naughty" to me to pick compat settings just to get a trick to work when they aren't the ones required by the map, but it would be an interesting demo to see in any case.

BTW, in case anyone didn't read the changelog for test version 2.4.7.1 of prboom-plus (which fixes the Boom bug that was affecting map06 demos), the demos recorded so far can be played back using...
-force_truncated_sector_specials
...in the command line. This retains the buggy behaviour.

Old Post 11-12-06 05:15 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Anima Zero
Forum Regular


Posts: 800
Registered: 09-04


I revisited map07 again today to try giving an improved UV-Max a shot. I had one attempt end cause I stupidly forgot to hit the switch which lets me get to the BSK. Oops :P!

Several attempts later (No thanks to lost souls in the beginning or the RSK trap mind you), I ended up with a new exit.

I should mention that it crushes my old record by a huge margin.

The old record...5:53.

Time for the new run...5:20. A whole 33 seconds faster than my previous best.

Great run I'd say with very few mistakes in it. Likely not going to be improved anytime soon since everything went so well here, save for a couple spots.

Sending to Ops now.

Old Post 11-14-06 22:21 #
Anima Zero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Opulent
Senior Member


Posts: 2124
Registered: 07-01


Anima:
http://www.doomworld.com/sda/dwdemo/vv207520.zip

Old Post 11-15-06 05:33 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 987
Registered: 05-02


v2uv5142 - embarrassingly small improvement in time to previous, still full of mistakes.

Recorded in Boom complevel to avoid the map06 problem - apologies to Doom-plus users.

Old Post 11-16-06 16:02 #
RjY is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 12:58. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Doom Speed Demos > Vae Victus 2 demos

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.