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Grazza
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There is also the acceleration setting within prboom-plus, something that isn't available in regular prboom. If you don't want that to come into play, then set it to zero. In general, prboom-plus has a lot of optional features - if you don't like them, you've no need to abandon the port - just go through the menus and nuke the things you don't want (or start off with a blank cfg and only enable the things you want, etc.).

Personally, I have recently started using a degree of mouse acceleration, and this seems to help quite a lot with the "new-style" glides. I feel they are too important a feature of current speedrunning to have a set-up that makes them harder than they need to be.

And feel very free to keep making "Eternal" posts in this thread. Just make sure "Eternal" and "non-Eternal" comments are in separate posts. I'll do the split once I am at home (right now I am using a free Internet access terminal in Singapore).

Old Post Jun 5 2007 15:26 #
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TimeOfDeath
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Eternall MAP24 UV-Speed in 4:36
First and only exit. I don't want to try anymore. :)

Last edited by TimeOfDeath on Nov 12 2007 at 08:25

Old Post Jun 6 2007 15:02 #
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TimeOfDeath
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MAP27 UV-Speed in 0:53

Thanks for the split, Grazza. :)

Last edited by TimeOfDeath on Nov 12 2007 at 08:24

Old Post Jun 9 2007 14:49 #
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TimeOfDeath
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MAP08 UV-Speed in 2:00
Using the route in Eugene and Anima Zero's demos.

Last edited by TimeOfDeath on Nov 12 2007 at 08:24

Old Post Jun 11 2007 11:43 #
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TimeOfDeath
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MAP30 UV-Speed in 6:14

Using Eugene's route. This demo ends a few seconds prematurely in Chocolate Doom, when the door in front of the icon of sin raises after the keens die. The program just exits. Any idea why? It plays back fine in PrBoom-Plus and PrBoom.

I also got a first exit on MAP26 in 7:48, but I want to try improving on that.

Last edited by TimeOfDeath on Nov 12 2007 at 08:23

Old Post Jun 17 2007 00:01 #
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myk
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TimeOfDeath said:
This demo ends a few seconds prematurely in Chocolate Doom, when the door in front of the icon of sin raises after the keens die. The program just exits. Any idea why? It plays back fine in PrBoom-Plus and PrBoom.
Beats me, as it runs fine all the way to the tally screen under both Doom2 and Chocolate Doom, on my system. Great running, by the way.

The Chocolate Doom I'm using is dated January 14th, 2007.

Old Post Jun 17 2007 01:57 #
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Grazza
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Yes, works fine in everything for me: Doom2.exe, Doom2-plus, Prboom-plus and Chocolate-Doom (using Eternal.wad created by updating from Eternal2) and in Chocolate-Doom using the "raw" eternall.wad with -merge, and also prboom-plus using that same eternall.wad. The copy of Chocolate-Doom I am using is dated 10-Feb-2007.

Old Post Jun 17 2007 02:14 #
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TimeOfDeath
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Ok thanks guys. Good to know that it works fine as I was worried there. :)
The Chocolate Doom I'm using is dated February 13th, 2006. I'm not sure why I didn't grab the newest version.

Old Post Jun 17 2007 02:23 #
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TimeOfDeath
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MAP26 UV-Speed in 6:13
There were some slow parts and I'm not sure about the route, but I'll live with it.

Last edited by TimeOfDeath on Nov 12 2007 at 08:21

Old Post Jun 20 2007 12:48 #
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TimeOfDeath
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MAP32 UV-Speed in 2:57, also attached.

Attachment: et32-257.zip
This has been downloaded 38 time(s).

Old Post Nov 12 2007 08:20 #
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VinceDSS
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now I know where you spend your time instead of doing some stuff for plutonia2 :D

great job nonetheless.

Last edited by VinceDSS on Nov 12 2007 at 15:17

Old Post Nov 12 2007 14:17 #
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TimeOfDeath
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MAP19 UV-Speed in 3:46

Sorry Vince, I wouldn't count on me for much help. :/

Edit: hcatta ot togrof, parC

Old Post Nov 13 2007 15:00 #
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TimeOfDeath
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MAP12 UV-"Speed" in 10:48

Old Post Nov 15 2007 12:06 #
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jongo
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Eternal maps always looked too tangled for me, and you nail them so quick! Excellent, all of the demos :)

Old Post Nov 16 2007 03:51 #
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entryway
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TimeOfDeath said:
MAP12 UV-"Speed" in 10:48

I have noticed, you use strafe50 very often. What method do you use for straf50? Only keys, keys plus strafeon on mouse with dragging or maybe something else

Old Post Nov 16 2007 21:27 #
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TimeOfDeath
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I use wasd for movement, left alt for strafeon (with my thumb), and drag the mouse.

For weapons I use left shift for shotgun/ssg, Q for rockets, E for plasma, R for chaingun, and F for bfg (the other weapons with their default keys). I wanted to mention that because is it true that you can't change weapon keys in doom2.exe?

Old Post Nov 16 2007 22:42 #
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VinceDSS
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TimeOfDeath said:
I wanted to mention that because is it true that you can't change weapon keys in doom2.exe?

correct, unless somebody makes a driver to remap keys... just like the intellimouse 4.12 driver does in win98. It allows to map keystrokes to mouse buttons which then work with doom2.exe/heretic.exe.

Old Post Nov 17 2007 05:32 #
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entryway
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TimeOfDeath said:
I use wasd for movement, left alt for strafeon (with my thumb), and drag the mouse.

The same with mouse2 for strafeon

TimeOfDeath said:
I wanted to mention that because is it true that you can't change weapon keys in doom2.exe?

You always can hack the EXE :)

Old Post Nov 17 2007 10:49 #
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VinceDSS
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a on-the-fly patcher like vvheretic would probably work ?

Old Post Nov 17 2007 15:20 #
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TimeOfDeath
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Ok thanks guys. So I assume these sorts of things are illegal in Compet-N? Also, I'm curious how many other players use a custom weapon config? And, if you use the default weapon config, how do you feel about players who use a custom weapon config? Sorry for all the questions, but I've just been curious about this stuff. :)

In ZDaemon I just use Q and E for next weapon and previous weapon. If a custom weapon config is a problem, and/or if pretty much everybody uses the default keys, then I think I should learn the default way.

Here's an improvement on MAP11 UV-Speed in 3:08
Is a rocket jump to the archvile platform possible?

Old Post Nov 18 2007 12:32 #
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myk
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Not weapons, but I've swapped two keys in place on my keyboard due to DOOM, and permanently*; the Q key and the console key, so that Q won't exit when recording a demo, and I use that key as key_left & key_strafe, for sr50.

I generally use Doom or Doom+ to play so I never thought of moving the weapons around*, and just leave the weapons in their default keys when using another engine (PrBoom, ZDaemon, or whatever).

As for COMPET-N, I'm not sure if key swapping has been considered directly, but the rules section only mentions spinning TSRs (those that let you turn 180° with a key), which it allows.

* Running the key changing program every time before and after playing would be a hassle that I'm sure I'd often forget to go over, since I can't hack the binary on a whim as someone like entryway could.

Old Post Nov 18 2007 15:42 #
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TimeOfDeath
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Improvement on MAP12 UV-Speed in 5:53 thanks to a glide at the yellow skull.

The reason I brought up the weapon key stuff is because I think it would be an advantage to use a custom config like mine, where I barely have to move my fingers to change weapons, compared to using the default keys. So, I wondered how other players felt about that.

Also, I forgot to mention this in the txt file, but there doesn't seem to be many places to glide in this wad, does there? I can't think of any others off the top of my head.

Old Post Dec 4 2007 05:19 #
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Hitherto
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At last good speed demo for ET12!
This lame nomo run shows YK pickup possibility without glide.

Last edited by Hitherto on Dec 4 2007 at 17:48

Old Post Dec 4 2007 17:34 #
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TimeOfDeath
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Hey cool, nice one! :)
That looks like a better strategy than the glide.

Old Post Dec 4 2007 21:53 #
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TimeOfDeath
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MAP22 UV-Max in 13:55

Old Post Dec 11 2007 07:42 #
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entryway
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good looking demo

Old Post Dec 11 2007 11:21 #
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Andy Olivera
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Very nice, TimeOfDeath. It's a dedicated player who can create a maxdemo of an Eternal level with minimal downtime, and doubly so for one of Couleur's maps.

It's great to see this route-planning nightmare of a MegaWAD getting some long overdue attention.

Old Post Dec 14 2007 10:54 #
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TimeOfDeath
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MAP19 UV-Max in 14:33

Thanks for the comments, guys. :)

Edit: darn, I forgot to change the comp level in the config file back to 2 before recording this (my bat file doesn't specify a complevel and I've been changing the config file to 9 to watch the cchest demos). The demo doesn't desync in Chocolate Doom, so does that mean it's ok?

Last edited by TimeOfDeath on Dec 17 2007 at 00:36

Old Post Dec 17 2007 00:01 #
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Grazza
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It is a vanilla-format demo, and it plays back fine, so one way or another you got it right. It certainly isn't a Boom-format demo, so either the cfg did include a 2, or somehow you did specify this complevel.

Please note that there is no need to force a complevel for demo playback. The program takes care of it by inspecting the demo's binary format. Almost all demos will be autodetected and played back correctly. This autodetection overrides whatever you have put in the cfg (i.e. default_compatibility_level in the cfg has no relevance to demo playback).

Old Post Dec 17 2007 03:04 #
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TimeOfDeath
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Ok thanks Grazza. I must have been mistaken and watched a cc3 demo after recording, oops!

Here's a speedrun on Eternal Doom IV: Return From Oblivion:

MAP11 UV-Speed in 2:46 recorded with ZDoom 2.1.7 (also includes a 3:00 demo with an alternate route)

Last edited by TimeOfDeath on Mar 19 2008 at 16:24

Old Post Jan 17 2008 13:41 #
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