kb1
Junior Member
Posts: 229
Registered: 11-06 |
fawtytoo said:
I'm not convinced that compatibility is the cause.
I have a wad compiled using the Master Levels and included a demo lump for NESSUS. If I let the demo play normally as part of the Doom Loop, it goes out of sync. If I play the demo using -playdemo, it plays IN sync. If I have that demo as demo2 with another demo as demo1, the NESSUS demo is IN sync within Doom Loop too, but the other demo is... You get my drift.
This same scenario also goes out of sync with Chocolate Doom but IN sync with PrBoom.
I think it's more a question of timing.
Because of the implementation of the revenant tracer code (and maybe other places, can't remember now), and it's dependence on gametic, your demos must be started at the proper gametic. That's why -playdemo works, but it fails in the demo loop. TITLEPIC timing is also an area to check, because it also affects gametic, as does the pause key. Boom was the first codebase to attempt to address these things. Look for 'basegametic' (SP?) in Boom source to see how to begin to solve these tricky issues.
Basically, the fix involves "tricking" the game engine, so it believes that each demo is starting at the proper gametic (170 tics for Doom titlepic, 385 for Doom II).
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