Krivanka Posted December 29, 2003 I've downloaded some doom2 speed runs and they always seem to go out of synch at one point or another. Like I was watching this speed run demo of the entire doom2 game and all of a sudden it makes a wrong move for some reason and messes up. This has happened 5 out of the 5 demos ive downloaded. So far I've gotten up to the map BArrels of fun and then it messed up. Almost like it missed a command or something. 0 Share this post Link to post
Volte Posted December 29, 2003 For best results, make sure you play back in the port it was recorded with. Anything else will most likely not play correctly. 0 Share this post Link to post
Krivanka Posted December 29, 2003 Heres how I do it. I go into the command line and type -playdemo demohere whats a port now? 0 Share this post Link to post
Volte Posted December 29, 2003 A port is a non-original EXE, like ZDoom, Boom, etc. What are you using? Are you using the original Doom2.exe? Is that what the demo is made for? 0 Share this post Link to post
Krivanka Posted December 29, 2003 Ahhh I see so I need Zdoom or whatever port they happend to be made on eh? I'm getting them off Compet-n. http://www.doom2.net/compet-n/database/cn.cgi?map:doom2:al+2003:12 that website 0 Share this post Link to post
Krivanka Posted December 29, 2003 And I'm using doom95.exe cuz i bought off the idsoftware site, but it's still the same thing i think except the way it starts up is differet 0 Share this post Link to post
Grazza Posted December 29, 2003 All compet-n demos are recorded with the original DOS game, i.e. Doom2.exe, Doom.exe or the Final Doom DOS exes. They will play back most reliably with those DOS programs. Doom95 might work. They will definitely not play back with Zdoom. If you don't have the original DOS exes, then the most reliable way to watch compet-n demos is to use prboom or eternity. Both those ports have very good demo compatibility with the real game - the developers have put a great deal of effort into that. Also, you need to be sure that your iwad hasn't been altered, since something like a node rebuild can easily screw up demo playback. If you want to watch demos that are posted in this forum, or that you have downloaded from DSDA, you need to check the text-file that accompanies each demo to see what they were recorded with, and use that same program (or one that is compatible with it) to watch them. The majority of them will play back OK with prboom or eternity too. 0 Share this post Link to post
myk Posted December 30, 2003 Grazza said: Doom95 might work. Krivanka, you will note that Doom95 fails to synch more or less when or after Lost Souls show up. Doom95 practically has full compatibility with The Ultimate DOOM's engine (Doom), but DOOM II's (Doom2) has slightly different Lost Soul behavior. Grazza added: If you don't have the original DOS exes, then the most reliable way to watch compet-n demos is to use prboom or eternity. And here's the Doom2 engine, just in case. Note that it won't run too well on Windows 2000/XP. 0 Share this post Link to post
Amaster Posted December 30, 2003 I hate to go off topic. But what was changed about the lost soul behavior? Is it anything noticeable in-game? 0 Share this post Link to post
Krivanka Posted December 31, 2003 Hey myk why doesnt the sound work with that engine? thanks. my sound works fine with doom95 0 Share this post Link to post
myk Posted December 31, 2003 That depends on your setup. The sound requires a DOS-based environment (from straight DOS up to Windows Me) plus a Sound Blaster compatible card. If you're on Windows 98 or something like that and have such a sound card, then your card isn't configured properly for DOS applications and/or Doom2 isn't set up. Actually, I should have also linked the Setup application for DOOM as well; it allows you to configure sound and controls. Assmaster said: I hate to go off topic. But what was changed about the lost soul behavior? Is it anything noticeable in-game? On all v1.9 releases from 1995 and on Lost Souls will bounce back up when they hit the floor during an attack attempt, staying in attack mode on the way up (and maybe the down too if instead they hit the ceiling.) In the '94 release (and any previous versions) they stop the attack upon hitting the floor and slowly move or turn from there. 0 Share this post Link to post
Krivanka Posted January 3, 2004 Thank myk I got the demos to work with PRBOOM 0 Share this post Link to post