Linguica Posted February 14, 2016 Hi, I made a WAD that takes approximately 4 * 1039 a googol years to beat. Speedruns welcome! https://www.doomworld.com/linguica/hax/4e39_yrs.zip https://www.doomworld.com/linguica/hax/googol.zip a video which basically gives you the gist I guess: 11 Share this post Link to post
Breezeep Posted February 14, 2016 Playing this shit now. This is literally the Doom equivalent Mr. Bone's Wild Ride. 0 Share this post Link to post
Doomkid Posted February 14, 2016 I'm interested how you determined it to be 39 years until that becomes passable? 0 Share this post Link to post
Cynical Posted February 14, 2016 Doomkid said:I'm interested how you determined it to be 39 years until that becomes passable? Not 39 years, but 4,000,000,000,000,000,000,000,000,000,000,000,000,000 years. 3 Share this post Link to post
dobu gabu maru Posted February 14, 2016 Cool math stuff. I wonder how fast a TAS tool could simulate the Doom engine... would it be possible to even make a run for this? 1 Share this post Link to post
antares031 Posted February 14, 2016 "The Purgatory May Be" If this is the road to heaven, I rather rest my soul in hell with my fellow demons forever. 1 Share this post Link to post
Albertoni Posted February 14, 2016 Doomkid said:I'm interested how you determined it to be 39 years until that becomes passable? There's a text file inside the zip. Read it and your questions shall be answered. On a sidenote, I'd love to be able to see the contents of https://www.doomworld.com/linguica/hax/ for obvious reasons. 0 Share this post Link to post
Obsidian Posted February 14, 2016 I, uhh, played in ZDoom and ducked under the crusher before it went under the floor. Because I'm a horrible person. 2 Share this post Link to post
Demon of the Well Posted February 14, 2016 0/5 stars if the music track is anything but D_RUNNIN. 3 Share this post Link to post
Cynical Posted February 14, 2016 Demon of the Well said:0/5 stars if the music track is anything but D_RUNNIN. Nah, the track from "Ocatgony" from Rylehah (or however the fuck it's misspelled) would be better. 0 Share this post Link to post
Philnemba Posted February 14, 2016 Obsidian said:I, uhh, played in ZDoom and ducked under the crusher before it went under the floor. Because I'm a horrible person. Same :P 0 Share this post Link to post
Linguica Posted February 14, 2016 dobu gabu maru said:Cool math stuff. I wonder how fast a TAS tool could simulate the Doom engine... would it be possible to even make a run for this? If you could simulate running Doom for the age of the universe per every one nanosecond, it would still take longer than the age of the universe to beat the level. 4 Share this post Link to post
Doomkid Posted February 14, 2016 Cynical said:Not 39 years, but 4,000,000,000,000,000,000,000,000,000,000,000,000,000 years. I didn't look closely enough, good lord.. 0 Share this post Link to post
plums Posted February 14, 2016 dobu gabu maru said:Cool math stuff. I wonder how fast a TAS tool could simulate the Doom engine... would it be possible to even make a run for this? I think demos record 4 bytes a tic, regardless of input. That's 140 bytes a second, times 1.2e47, equals 1.68e49 bytes or 1.68 x 10^31 exabytes. (one exabyte = 1 million terrabytes or 1 billion gigabytes.) I can't get good figures on how much storage space exists in the world. This wikipedia article says that "The combined space of all computer hard drives in the world was estimated at approximately 160 exabytes in 2006. As of 2009, the entire World Wide Web was estimated to contain close to 500 exabytes. [...] Seagate Technology reported selling a total capacity of 330 exabytes of hard drives during the 2011 Fiscal Year." Let's start with 2006 and double it every year? That puts us very roughly at 40960 EB, call it 40000 or 4e04 EB for simplicity. That means we need 4.2e26 times as much storage as we have in the world right now to store that demo. However if this trend continues, and assuming I've done the math right, this much storage should be available in about 89 years, far sooner than it would take to run the demo in real time. Of course that's using all available storage that exists in the world, but I'm sure there'll be nothing important on it anyhow. 1 Share this post Link to post
Linguica Posted February 14, 2016 plums said:1.68e49 bytes Multiply this by 8 and you get about 1e50 bits. The earth is made up of approximately 1e50 atoms. Coincidence? 0 Share this post Link to post
MFG38 Posted February 14, 2016 Pfft. Did it in 13 seconds. Okay, I noclipped, but I couldn't be arsed to wait, alright. 0 Share this post Link to post
scifista42 Posted February 14, 2016 Linguica said:Hi, I made a WAD that takes approximately 4 * 10^39 years to beat. Speedruns welcome! Couldn't wobble gliding or maybe even simple wallrunning be used to bypass the obstacle? 0 Share this post Link to post
dew Posted February 14, 2016 scifista42 said:Couldn't wobble gliding or maybe even simple wallrunning be used to bypass the obstacle? Wobble: no idea how that's supposed to work. Wallrun: close, but no cigar. Your best bet is to skip the activation linedef, but good luck with that. 0 Share this post Link to post
scifista42 Posted February 14, 2016 dew said:Wobble: no idea how that's supposed to work. Clip through a 1-sided linedef into the void and press the exit from there.dew said:Your best bet is to skip the activation linedef, but good luck with that. The map could have been made foolproof against skipping activation linedef by putting a closed door into the player's way, and including one additional crusher activated by the same activation linedef, which would crush a barrel (or a monster) in a dummy sector to push another barrel (or go itself) over a "W1 Door Open Wait Close" linedef action to temporarily open the door for the player to pass through. 0 Share this post Link to post
tomatoKetchup Posted February 14, 2016 Wait 4,000,000,000,000,000,000,000,000,000,000,000,000,000 years in a room, ok... But wait 4,000,000,000,000,000,000,000,000,000,000,000,000,000 years in a room made of startan walls, that's a bit mean. 5 Share this post Link to post
dew Posted February 14, 2016 If you reread the glide thread, you'll find that void glides require very specific architecture to work and there's nothing here to support the idea. As for the skip, I'm not ruling it out as impossible, but given the short space to build up speed (whopping 16 units!), even the wallrun might not help. So I'd say foolproofed until proven otherwise. 0 Share this post Link to post
HavoX Posted February 14, 2016 Obsidian said:I, uhh, played in ZDoom and ducked under the crusher before it went under the floor. Because I'm a horrible person. Same here, beat it in one second that way Turns out there's no MAPINFO in the wad that would've allowed Ling to add the NOCROUCH property 0 Share this post Link to post
tomatoKetchup Posted February 14, 2016 https://mega.nz/#!s0t0AQDT!Kkr8keUiaWiQf5dXM_PKEjjJpHAUqj_8fl_rz2ta-bo (demo LMP) https://mega.nz/#!glsEkZyK!ksMyW-O0iE6nJ89q24m8hxo-CSwC5x--W7AkElaYCv0 (slightly modified wad) Give Doomguy a rocket launcher, and he'll be able to rocket jump under the crusher. Ok, he'll die doing this and won't be able to switch the exit, but at least he'll manage to pass underneath. 0 Share this post Link to post
dew Posted February 14, 2016 Dude, cheat codes don't get recorded. Your demo shows you turning around, firing the pistol once, then backpedalling into the crusher wall. This thread keeps on giving. 0 Share this post Link to post
tomatoKetchup Posted February 14, 2016 Oops, I actually didn't use cheatcodes but modified Linguica's wad to add the rocket launcher, but forgot to give the link to the new wad. Gimme a minute and I fix that 0 Share this post Link to post
RjY Posted February 15, 2016 The text file explains (emphasis mine)The level has 30 1-unit-wide crushers forming a wall between the player and the exit. Each crusher has a height specifically tuned so that it takes a multiple of four seconds to go through a complete cycle. The first crusher requires 2*4 seconds, the second crusher requires 3*4 seconds, the third crusher requires 5*4 seconds, and so on through the first 30 prime numbers, all the way up to 113*4 seconds. I'm interested to know how the crusher heights were derived. I know crushers move from their initial ceiling height to eight units above their floor height (hence the ceiling heights all being +8 for ease of working). But if the times are all some prime multiple of four seconds, why aren't the floor heights all some prime multiple of minus 140 units? (140 == 4*TICRATE, crushers move at CEILSPEED i.e. one unit per gametic) On further examination it seems each floor height, subtracted from one, is a prime multiple of 71, or in other words for each prime p the corresponding ceiling travel distance is 1-71p. So I guess there must be some off-by-ones in the crusher code? 0 Share this post Link to post
Jimmy Posted February 15, 2016 I wanted to see how pretty those crushers all looked with them all in differing motion but even that took too long so I just exited the map, heh. 0 Share this post Link to post