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Archy
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DooMer 4ever, I bet you could get yourself a C-N entry...

Old Post Feb 6 2012 05:49 #
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vdgg
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MAP13 (=MAP02) UV Max 3:20

Attachment: nr02-320.zip
This has been downloaded 38 time(s).

Last edited by vdgg on Mar 25 2012 at 07:08

Old Post Mar 19 2012 22:00 #
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vdgg
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MAP14 (=MAP03) UV Max 4:15

edit: since I apparently confused everyone, I upload these demos once more. They play back with the Xbox version now as MAP02 and MAP03.

Attachment: nr03-415.zip
This has been downloaded 34 time(s).

Last edited by vdgg on Mar 25 2012 at 07:10

Old Post Mar 19 2012 22:01 #
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Archy
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Nice to see some demos for this WAD, I'll try to contribute sometime this weekend.

Old Post Mar 19 2012 23:19 #
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Archy
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vdgg, stupid question but how do I make map 02 become map 13?

Old Post Mar 19 2012 23:24 #
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DooMer 4ever
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I was about to ask the same question but managed to save a copy of the wad and edit the map numbers via Xwe (I think there are better programs for that nowadays though) so I could watch these demos. I bet there is a way to force playback on another level but I don't know the command line parameter for that.

Anyway, indeed really nice to finally see new demos for this great wad. Must be a real headache coming up with a route on pretty much all of these maps.

Perhaps we will eventually even see some more competition for map08 ;)

Old Post Mar 19 2012 23:51 #
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Archy
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DooMer 4ever said:
Perhaps we will eventually even see some more competition for map08 ;)

I still haven't forgotten about that, and I haven't given up, I'm just resting a bit.

Btw, XWE seems to hate 64 bit systems :(

Old Post Mar 19 2012 23:59 #
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Donce
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Archy said:
vdgg, stupid question but how do I make map 02 become map 13?

Just change the fourth byte in the file from 02 to 0d (which is hex for 13) in any hex editor.

EDIT: in the demo file, you need to change from 13 to 2, so it's actually reverse.

Old Post Mar 20 2012 02:28 #
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Archy
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Donce said:
Just change the fourth byte in the file from 02 to 0d (which is hex for 13) in any hex editor.

EDIT: in the demo file, you need to change from 13 to 2, so it's actually reverse.

Thanks for this ultra simple solution, that took under 12 seconds.

And vdgg, with the exception of movie runs, you may want to convert your LMP to the "standard" map selection before publication; I can't see how it would hurt the demo and it would help the uneducated (like I was before Donce) out greatly.

Old Post Mar 20 2012 03:59 #
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vdgg
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MAP05 UV Max in 9:43

Attachment: nr05-943.zip
This has been downloaded 54 time(s).

Old Post Sep 23 2012 13:02 #
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vdgg
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MAP06 UV Max in 8:55

Attachment: nr06-855.zip
This has been downloaded 51 time(s).

Old Post Sep 24 2012 14:01 #
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vdgg
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MAP04 UV Max in 5:06 and MAP07 in 7:01

Attachment: nerve.zip
This has been downloaded 45 time(s).

Old Post Sep 27 2012 14:25 #
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Cyberdemon531
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UV-Speed Single Segment in 14:11
GZDoom 1.7.1 is the port used.

Attachment: nerved2all-1411.zip
This has been downloaded 30 time(s).

Old Post Apr 5 2014 06:59 #
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vdgg
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GZdoom greets me with COULD NOT FIND MAP LEVEL01 message :-/

Old Post Apr 8 2014 16:46 #
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Springy
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vdgg said:
GZdoom greets me with COULD NOT FIND MAP LEVEL01 message :-/

I am rather curious as to why it was recorded in that port in the first place surely if you wanted OpenGL effects, you would use GLBoom plus. Otherwise events like this can occur.

Old Post Apr 8 2014 18:23 #
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Cyberdemon531
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vdgg said:
GZdoom greets me with COULD NOT FIND MAP LEVEL01 message :-/

Well that's weird. I do have it on my youtube though, if you can't get it to work. https://www.youtube.com/watch?v=iMQbqpx1HLg

Springy said:
I am rather curious as to why it was recorded in that port in the first place surely if you wanted OpenGL effects, you would use GLBoom plus. Otherwise events like this can occur.

I've been using GZDoom for years, and I don't really feel like switching to another port.

Old Post Apr 9 2014 07:26 #
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vdgg
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I should have said "does anyone have the same problem?" rather than just complaining. I guess the port usage is fine, actually it's pretty funny to see DSDA nerve page, so many different source ports :) Thank you for the link, Cyberdemon531! I also fixed the problem - wrong WAD version...

Old Post Apr 9 2014 15:19 #
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Cyberdemon531
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What I like about G/ZDoom is it loads no rest for the living as a separate episode (hence the LEVEL01, not MAP01).
As for the 14:11, I really want to improve it, I can use two arch-vile jumps in 6 and 7 but they're really finicky and hard to get. Not sure if I will be getting both in a run any time soon.

Old Post Apr 9 2014 15:48 #
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Cyberdemon531
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Map 3 Nightmare Speed. Only map I could get an exit for in a few hours of attempts on 3, 4, 8, and 9.

Youtube video here: http://youtu.be/nds5afxGEGg

Attachment: nerve03-117nm.zip
This has been downloaded 30 time(s).

Last edited by Cyberdemon531 on Apr 10 2014 at 22:54

Old Post Apr 10 2014 22:44 #
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Cyberdemon531
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Improved some UV-Speed maps.

Pain Labs in 0:53 - http://youtu.be/G_AfLoSH7jI
Canyon of the Dead in 0:55 - http://youtu.be/ybfhDnDszWk
Hell Mountain in 0:49 - http://youtu.be/ddxdpWc6G7s
Hell Mountain Secret in 1:14 - http://youtu.be/WxeLHMHic9o

Old Post Apr 18 2014 16:08 #
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Cyberdemon531
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Single Segment UV Max in 1:07:07, GZDoom 1.7.1

Decent, but I can for sure cut a ton of time off but not using almost every safe strat in existence. Not the best at max, but I'm doing some practice to try to improve my game.
Demo here: http://puu.sh/913en.zip
Youtube version here: http://youtu.be/2Wbv2CYS3UY

Old Post May 25 2014 21:42 #
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vdgg
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Owww. Light goggles in GZDoom are more annoying than helpful :) [ok, nvm, I found that stupid "enhanced light vision mode" and set it to off]

Movies don't need to be ultra-fast, especially the first one in a certain category. Well done.

Last edited by vdgg on May 25 2014 at 23:39

Old Post May 25 2014 23:27 #
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Cyberdemon531
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Yeah I am going to juggle Speed and Max and try to improve them one at a time. Maps 5 and 7 are both the biggest issue for each category though. Half of attempts die on either one of those. :/

Old Post May 26 2014 00:31 #
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Cyberdemon531
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UV Speed SS in 12:28

This run is fantastic. Got every trick, and had very good monster luck everywhere.

Youtube version: http://youtu.be/wwIdbsC16aU

Attachment: nerved2allspeed1228.zip
This has been downloaded 25 time(s).

Old Post Jun 10 2014 21:52 #
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Cyberdemon531
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UV Max SS in 1:02:46

http://puu.sh/9pagt/6ed8a04a4f.zip

Youtube: http://youtu.be/XOMJ70FA48M

Last edited by Cyberdemon531 on Jun 12 2014 at 04:10

Old Post Jun 11 2014 19:54 #
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Cyberdemon531
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Canyon of the dead max in 3:56
https://www.youtube.com/watch?v=1qn2k0LBPs0

Attachment: nerve03max356.zip
This has been downloaded 28 time(s).

Old Post Jun 29 2014 18:50 #
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vdgg
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Now source port gurus pls explain why I get 99% kills when playing it back contrary to the Youtube video's 100%...

Old Post Jun 30 2014 13:05 #
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Cyberdemon531
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lost souls count toward the in game kill ratio (but I have a modified file that makes them not)

Old Post Jul 1 2014 15:12 #
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vdgg
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Cyberdemon531 said:
lost souls count toward the in game kill ratio (but I have a modified file that makes them not)

I say why not mention this in the .txt file? I know of no other person who did so before you.

Old Post Jul 2 2014 07:16 #
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Cyberdemon531
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I can put that in the txt files from now on, I just didnt see it as something worth noting, since all it does is restore a feature that the engine altered that makes knowing if a run is legit much easier.

Old Post Jul 2 2014 19:56 #
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