Hitherto Posted June 9, 2012 dickie01.wad 4:19 uv max DI01-419di01-419.zip 0 Share this post Link to post
tatsurd-cacocaco Posted June 18, 2012 Are there an additional wad in which a player always has 1 health for Reality? Or, can you create it? 0 Share this post Link to post
TimeOfDeath Posted June 18, 2012 I don't know about other players, but I don't use an extra wad to give player 1% health for reality. A couple years ago I tried to playback a zdoom demo with an extra reality bex file (demo was recorded without it), but the demo desynced. I don't know if using an extra wad/bex/deh file on vanilla/prboom while recording will make demos desync. I just now tested some prboom demos with a reality bex file for playback and they didn't desync, so maybe it was just a zdoom bug. It's pretty easy to see when you get hurt though. Here's a bex file if you still want it: reality.bex EDIT: re-uploaded, but I can't figure out how to make the player always stay at 1% health (you can still pick-up health). 0 Share this post Link to post
tatsurd-cacocaco Posted June 18, 2012 Oh, it's an interesting patch.TimeOfDeath said:I can't figure out how to make the player always stay at 1% health (you can still pick-up health). Like you said, player's health exceed 1% if he gets recovery items. Anyone, can you solve this problem? 0 Share this post Link to post
TimeOfDeath Posted June 18, 2012 Sorry, I still can't fix it. I also tried editing the player thing and gave it 1 hit point (instead of 100), but you can still pick up health. I wonder if it's hard-coded into the game? 0 Share this post Link to post
Memfis Posted June 18, 2012 I think it will almost always cause desyncs. Random number generator depends on the number of objects. So, if due to the DEH file the player doesn't pick up something that he should, the monsters will behave differently. 0 Share this post Link to post
TimeOfDeath Posted June 18, 2012 Maybe you could make a custom colour palette that enhances the red screen when you get hurt, so that small damage amounts make your screen go full-red? 0 Share this post Link to post
Memfis Posted June 18, 2012 Or replace player's pain sound with something loud enough. :) 0 Share this post Link to post
Grazza Posted June 18, 2012 TimeOfDeath said:Sorry, I still can't fix it. I also tried editing the player thing and gave it 1 hit point (instead of 100), but you can still pick up health. I wonder if it's hard-coded into the game? In vanilla, stimpacks, medikits and berserk packs can always increase health up to 100. This can't be changed with dehacked - the "Max Health" setting only applies to health potions. In Boom, they made an error in the way they coded this, and there Max Health applies to stimpacks, medikits and berserk packs, but double that value applies to potions. So if you recorded a Boom demo with Max Health = 1, then you could still increase your health to 2 by picking up a potion, and then take a tiny bit of damage without dying. So it's not 100% reliable, and of course requires you to record in Boom format. 0 Share this post Link to post
tatsurd-cacocaco Posted June 19, 2012 Grazza, thank you for details.Grazza said:In Boom, they made an error in the way they coded this, and there Max Health applies to stimpacks, medikits and berserk packs, but double that value applies to potions. So if you recorded a Boom demo with Max Health = 1, then you could still increase your health to 2 by picking up a potion, and then take a tiny bit of damage without dying. So it's not 100% reliable, and of course requires you to record in Boom format. Is minimum damage 3%? (Bullets, imp's fire ball, and so on.) When he take 3% damage with blue armor, a player's health is reduced by 2 and the armor percentage is reduced by 1. A player therefore always dies even if he has 2% health, doesn't he? By the way, can maximum armor point be changed? 0 Share this post Link to post
Grazza Posted June 19, 2012 I'm not sure offhand of the minimum damage from a bullet or projectile, but 1% damage is certainly possible from splash damage if you are at the right distance. 0 Share this post Link to post
j4rio Posted June 19, 2012 What's the point of modificating? Is there a way not to notice you got hurt? Or am I missing something? 0 Share this post Link to post
tatsurd-cacocaco Posted June 19, 2012 Grazza said:1% damage is certainly possible from splash damage if you are at the right distance. Oops! I just forgot it. 0 Share this post Link to post
Grazza Posted June 19, 2012 j4rio said:What's the point of modificating? Is there a way not to notice you got hurt? Or am I missing something? It would make verification a little easier: just replay the demo, fast forward to the tally screen, and if it hasn't desynched with the "goes haywire if damage is taken" modifier, then Reality can be considered verified. But I think this would need to be via a prb+ feature request (or an exe hack), rather than a deh or pwad. But you're completely right that carefully watching a demo works OK too. 0 Share this post Link to post
Never_Again Posted June 21, 2012 Foodles' F_Episode 2 v1.1 (F_EP2.WAD) - a demopak: filename | map | category | stats | time ================================================= f_ep221uv | E2M1 | UV Max | 100/100 | 2:53 f_ep221ty | E2M1 | Tyson+ | 100/100 | 3:14 f_ep222uv | E2M2 | UV Max | 100/100 | 4:37 f_ep223uv | E2M3 | UV Max | 100/100 | 4:49 f_ep224uv | E2M4 | UV Max | 100/100 | 5:58 f_ep225uv | E2M5 | UV Max | 100/100 | 7:34 f_ep229uv | E2M9 | UV Max | 100/100 | 5:09 f_ep226uv | E2M6 | UV Max | 100/100 | 7:47 f_ep227uv | E2M7 | UV Max | 100/100 | 7:26 f_ep228uv | E2M8 | UV Max | 100/100 | 1:56 Seven months later Memfis did a faster set for the first five levels, but on the original release (now on DSDA). The demopak's TXT tells how to tell the two versions apart. I recommend renaming the final version to F_EP22.WAD for automatic playback of this demopak with prB+ and conflict avoidance with the older demos on DSDA (all recorded on the original version). 0 Share this post Link to post
Never_Again Posted June 21, 2012 Some DOOM2 demos now.ATTACK.WAD by Tim Willits (from Master Levels for DOOM2): - a UV Speed in 0:47 - a Nightmare + 100% Secrets in 1:21 demos The mods did a good job on cleaning up the old Misc thread, still the Master Levels have been overlooked. Surely they deserve a thread of their own? FourPlay... (BDS3.WAD) by Barry D. Sebastian: - a UV Max in 6:01 - a NM Speed in 1:08 - a short oddity demo (a failed NM run) that highlights one rendering difference between vanilla and Choco/prB+ demos Hitler's Caverns (CAVERN.WAD) by Sam Nyfeler AKA Cybernator1 - a UV Max in 16:49. The WAD was uploaded to /idgames by Grazza, so you know it must be good. ORACLE.WAD by Jim Flynn and Scott Harper: filename | map | category | kills | secrets | time ------------------------------------------------------ oracl2uv | MAP02 | UV Max | 100 | 100 | 16:36 oracl2gm | MAP02 | UV -fast | 100 | 100 | 15:25 oracl2nm | MAP02 | NM Speed | 19 | 33 | 2:16 ------------------------------------------------------ oracl3uv | MAP03 | UV Max | 100 | 100 | 6:43 oracl3ns | MAP03 | NM100S | 130 | 100 | 3:56 This particular demopak sat for 15 months on my hard drive, but I guess that's nothing compared to the fact that this masterpiece of classic design went for 15 years+ without a published demo. ;) EDIT: forgot a few demos for a small crazy coop map The Final (F1.WAD) by Alain: - a UV Max in 4:13 - a NM Speed and a UV Speed, 1:10 each demos 0 Share this post Link to post
Memfis Posted June 22, 2012 Nice to see new demos for f_ep2. Foodles should make e3 already. :) Also, funny start on e2m8. Squadron 417 MAP03 Pacifist in 0:03 (nothing interesting, just a single jump)sq03-003.zip 0 Share this post Link to post
TimeOfDeath Posted June 22, 2012 Thanks for the info, Grazza. A pr+ setting for reality sounds interesting. 0 Share this post Link to post
Nevanos Posted June 22, 2012 Chiggity (http://speedy.sh/ZvzC8/chiggity.wad) UV-Max in 2:24chiggity-224.zip 0 Share this post Link to post
Nevanos Posted June 27, 2012 Europa III UV-max in 6:00. Challenged the record of this map but it's rather hard for me trying to backtrack to the stragglers. I'm not very good at that.euro03-600.zip 0 Share this post Link to post
Memfis Posted June 30, 2012 Good work on Chiggity Nevan. FOA5 UV-Max in 2:45foa5-245.zip 0 Share this post Link to post
Nevanos Posted July 2, 2012 Invasion II (http://www.doomworld.com/idgames/index.php?id=9180) MAP06 UV-Max in 9:05inv06-905.zip 0 Share this post Link to post
vdgg Posted July 3, 2012 Midnight Tek Frenzy uv max in 9:41. Thanks to KMX E XII, I would have overlooked this map without his review.mtf-941.zip 0 Share this post Link to post
Snakes Posted July 4, 2012 vdgg said:Midnight Tek Frenzy uv max in 9:41. Thanks to KMX E XII, I would have overlooked this map without his review. This was great fun to watch, thank you :) Nice to see someone actually utilized the invulnerability sphere! That was the very last addition I made to the map. 0 Share this post Link to post
Phml Posted July 4, 2012 Made me want to record something, too. MTF UV Max in 6:41mtf-641.zip 0 Share this post Link to post
vdgg Posted July 8, 2012 NoobBait said:Demon Plague UV-Max in 8:30 I've never seen the map before, really cool, an excellent choice for a Max. And a reckless demo towards the end :) 0 Share this post Link to post
Pirx Posted July 9, 2012 vdgg said:I've never seen the map before, really cool, an excellent choice for a Max. And a reckless demo towards the end :) yeah, i don't see what's quake-inspired in this map, perhaps because it's mostly brown... but a nice demo anyway, i like his quick dodging and aggressive ending. 0 Share this post Link to post
cannonball Posted July 9, 2012 JAQ.wad by Retog http://www.mediafire.com/?0v3dj3wu9p14dkm Map02 UV Max in 1:10 Map03 UV Max in 1:29 If you read this Retog, I also gave a little level review in my description, which is more detailed than it usually is.jaq maxes.zip 0 Share this post Link to post
vdgg Posted July 10, 2012 mm2mem_map01, a MM2 style short map by Memfis. UV Max in 1:08. WAD included in the zip.mmm1-108.zip 0 Share this post Link to post