Grazza
Inventor of "Y Y" to quit
Posts: 11784
Registered: 07-02 |
Altima said:
So I have a 1:14 Tyson for teeth.wad Map32 and I've done this twice now, both desync with PRBoom-plus/GLBoon-plus. I am still going to upload them when I'm done, but any reason they desync for this map?
Edit: Was there ever a naming template for the Master Levels?
The REJECT lump for that map is too short. The behaviour is emulated OK and tends to lead to a desync if not emulated. Reject overflow emulation should be turned on - there is no reason to turn it off (other than to play back demos that were recorded with Prboom before the problems was understood). Actually, I'm a little puzzled how you have "achieved" a desync. Did you record with Doom2.exe and then play back without emulation, or using an ancient version before this feature was added?
As for a naming convention, there are too few demos on the Master Levels for any consistent naming convention to emerge or be devised, but here is the naming I included in my autoloading patterns (first four characters, with the remaining four to be used for category and time in standard fashion):
attack (Master Levels): attk
blacktwr (Master Levels): btwr
bloodsea (Master Levels): (none)
canyon (Master Levels): cany
catwalk (Master Levels): (none)
combine (Master Levels): (none)
fistula (Master Levels): (none)
garrison (Master Levels): garr
geryon (Master Levels): gery
manor (Master Levels): mano
mephisto (Master Levels): meph
minos (Master Levels): mino
nessus (Master Levels): ness
paradox (Master Levels): para
subspace (Master Levels): subs
subterra (Master Levels): subt
teeth (Master Levels): (none)
ttrap (Master Levels): trap
vesperas (Master Levels): vesp
virgil (Master Levels): virg
For the ones listed "none" (where there were only ad-hoc named demos when I made the patterns), feel free to devise your own non-clashing four character code. For teeth, you'd need two or three characters to allow for the fact that there are two levels.
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