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4shockblast
Turbo Speed


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I know it's been documented before, but here's another 3-shot AV kill with an SSG (plays back with Vile Challenge (vilchal.wad), -complevel 2. (I got a faster time somehow right after this demo, so I'll eventually release the faster demo with this as a bonus)

Somewhat notable since there are no other monsters, so the randomization factor comes solely from randomly flickering sectors.

Also, there's not one but TWO other AVs that die from three SSG shots+AV fire blast damage, so the first part of this demo is very lucky (shame I screwed up with the BFG at the end).

Attachment: vilc-110.zip
This has been downloaded 22 time(s).

Old Post 09-27-13 04:07 #
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AlexMax
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RjY said:
Double-damage


This freakin' game...

Old Post 09-27-13 22:52 #
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Veinen
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Not a rare kill per se, but looked pretty cool nevertheless: -skipsec 385 for a quadruple HK finish with a single rocket.

http://www.mediafire.com/download/s.../ur10Veinen.lmp

Plays back with the latest urbeta2.wad.

Edit: Shit, forgot to use the attachment thingy. Oh well, too late now.

Last edited by Veinen on 10-08-13 at 12:48

Old Post 10-08-13 12:35 #
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dew
experts


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A revenant in one rocket.

I deal 358 damage to him, so I assume it's another case of what RjY described. wad, demo (the max one).

Old Post 10-13-13 21:54 #
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RjY
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dew said:
A revenant in one rocket.

I deal 358 damage to him, so I assume it's another case of what RjY described. wad, demo (the max one).

I agree. Also, thanks for the credit in the video description :-) In this case the sleeping monster "catalyst" is the second revenant behind the wall (thing 265). Four P_DamageMobjs occur during gametic 3796:

1. thing 264 is hit directly by the rocket, taking 120 damage
2. thing 264 then takes 119 splash damage
3. thing 265 takes 63 splash damage, is woken up, is moved back to start of list of actors in its blockmap square.
4. thing 264 gets processed again and takes another 119 splash damage. 120+2*119=358.

The double splashes were observed to be the same magnitude both times in all double splashes thus far analysed (marineController noted the previous page's demo had 2*110 and 2*100). It seems reasonable to claim this will be the case generally when the target is already awake when struck. The target will have a large momentum/velocity set after the first splash damage but its position will not alter until P_XYMovement in the next gametic. Thus the distance from explosion to target remains the same for the second splash, which entirely determines the magnitude of the damage (there is no random component).

Old Post 10-16-13 13:06 #
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Revved
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Got another 3-shot archie kill today when trying out Survive in Hell. Use -skipsec 345.

Attachment: silv1719.zip
This has been downloaded 11 time(s).

Old Post 04-18-14 03:06 #
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40oz
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I got two revenants in 3 ssg shots today on my FDA of timeofdeaths nonlinear vanilla map

http://www.doomworld.com/vb/attachm...?postid=1261455

Old Post 04-23-14 01:43 #
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40oz
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Got a revenant in 4 shotgun shots about 3 minutes in. odyssey.wad

Attachment: doomtv_odyssey_02.zip
This has been downloaded 10 time(s).

Old Post 05-16-14 13:06 #
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Looper
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Ehm? Are those even rare kills? :P

Old Post 05-16-14 13:11 #
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vdgg
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I updated the first post with our "achievement list". A revenant in 4 SG shots is the same as 2 non-aligned pinkies in a row in 4 SG shots, so indeed it is not rare. Such posts may be removed. Nevertheless, feel free to post demos containing:
- unusually resistant monsters
- kills which you're unsure whether they're "rare"

Old Post 05-16-14 14:05 #
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40oz
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Oh sorry. I didn't realize there was criteria for it. They just seemed rare to me.

Old Post 05-16-14 14:34 #
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odysseyofnoises
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Finishing off 3 spectres with 1 shotgun shot at about 52 seconds. Plays back with ying1.wad

Attachment: 3spectres.zip
This has been downloaded 10 time(s).

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Old Post 08-11-14 06:28 #
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Kotzugi
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Not rare in itself, but that it happened like this was at least rare for me:

At 0:28, two zombies with a shotgun shot (not lined up)
At 0:38, two shotgunners with a shotgun shot (not lined up), and with the very next shot, another two (also not lined up), almost from behind the wall.

In this run, I was aiming for anything below 50 seconds, which I found very hard at the time (December last year). I just got lucky, also it helped that I grinded (ground?) for this for many hours.

Plays back with Rebirth1.wad.

Link

Old Post 08-11-14 13:25 #
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odysseyofnoises
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killed a baron in 4 rockets in ying1.wad at about 2:27

Attachment: ying1-542.zip
This has been downloaded 13 time(s).

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Old Post 08-14-14 05:17 #
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Fitzkrieg
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I think it still counts as a rare kill if an enemy takes as many shots as possible.
A mancubus eats 4 rockets and still craves more.
Occurs in hellbnd.wad, prboom+ 2.5.1.3 cl2, at around 4:33 (-skipsec 273)

Attachment: hb04rare.zip
This has been downloaded 17 time(s).

Old Post 08-29-14 04:33 #
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doomdaniel95
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Also in Fitzkrieg's demo, the SSG shot that finishes off the manc just barely does (it had 24 health at the last shot and the SSG did 25), which I think contributes to it being a little more rare.

Old Post 09-03-14 03:56 #
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4shockblast
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doomdaniel95 said:
Also in Fitzkrieg's demo, the SSG shot that finishes off the manc just barely does (it had 24 health at the last shot and the SSG did 25), which I think contributes to it being a little more rare.


Well, that's just a similar effect to how you can line up monsters. Some of the histcans hit the manc, the rest go through.

On the subject of that, I am curious about how the engine decides which pellets hit the closest target and which hit further targets. I've sort of never considered that question until now.

Old Post 09-03-14 04:08 #
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RjY
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Shots pass through the parts of a monster that are in a different blockmap square from the monster's centre. So if a monster is standing on the line between two blockmap squares half your shells will pass through it and hit the thing behind.

This is the somewhat famous blockmap bug. ZDoom calls it (along with a related issue) compat_hitscan, Odamex calls it co_blockmapfix. (Is it on Doomwiki.org anywhere? I can't find it) Edit: turns out it is flawed collision detection on the Doom wiki. Edit2: dr_sean reminded me of cph's extremely detailed explanation of the bug.

Last edited by RjY on 09-03-14 at 19:34

Old Post 09-03-14 19:12 #
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j4rio
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Revenant takes full ssg shot without flicking. I think chances for that are rather astronomically low. Plays back with stardate.

Attachment: heh.zip
This has been downloaded 29 time(s).

Old Post 09-07-14 02:29 #
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RjY
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j4rio said:
Revenant takes full ssg shot without flicking. I think chances for that are rather astronomically low.
Indeed: revenant pain chance is 100/256, so chance of no pain with all shots on target is (1-100/256)^20, just under one in twenty thousand. Congratulations :)

Your pain chance rolls (0-255, need to be 0-99 to trigger) were: 117, 126, 217, 255, 101, 126, 104, 222, 166, 132, 148, 238, 168, 125, 225, 153, 221, 125, 172, 230

Old Post 09-11-14 22:34 #
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Linguica


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RjY said:
Your pain chance rolls (0-255, need to be 0-99 to trigger) were: 117, 126, 217, 255, 101, 126, 104, 222, 166, 132, 148, 238, 168, 125, 225, 153, 221, 125, 172, 230
What are those numbers? I looked at rndtable[] and it doesn't even include 117, 126, and several others.

Seems to me that if it's possible to hit a revenant with a full SSG blast and not trigger pain, it must be at worst a 1/256 chance, since you're entering P_Random() at some point and it's otherwise fully deterministic.

Old Post 09-11-14 22:51 #
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RjY
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Linguica said:
What are those numbers? I looked at rndtable[] and it doesn't even include 117, 126, and several others.
The demo is -complevel 9 (Boom 2.02). Boom's random number generator uses one of these. Its range of return values is a superset of rndtable.

prboom-plus/src/m_random.c is the code, in particular
code:
boom = rng.seed[pr_class]; // in this case pr_class is pr_painchance (7) rng.seed[pr_class] = boom * 1664525ul + 221297ul + pr_class*2; boom >>= 20; return boom & 255;

Old Post 09-12-14 06:43 #
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Linguica


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Oh, in Boom, OK. It's probably impossible in doom2.exe, I imagine?

Old Post 09-12-14 16:46 #
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4shockblast
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Demon dies in seven berserk punches, demo plays back with truetest.wad. Punches did 20,40,20,20,20,20,140 damage to demon.

Use the parameter -skipsec 75 in PrBoom+ if you want to skip to the demon kill, -trace_thingshealth 146 to see damage done to demon.

Attachment: t1t7demn.zip
This has been downloaded 10 time(s).

Old Post 10-15-14 22:59 #
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