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Grazza

Miscellaneous demos (part 1) [please post in part 3 instead]

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jongo said:

Hm, can you (Kristian Ronge or entryway) please give a link to Russian forum or the direct link to the MM TAS run?

Lost Heretic said:

This TAS run still in progress, sorry...

Kristian Ronge said:

Here's the thread with the details of the run, though.

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The Green Herring said:
Speaking of '94 levels, here's a duo of demos for one of the ones that I found on idgames/ by throwing my first name into the search engine under "Author." These were recorded in PrBoom 2.4.7 with Ultimate Doom compatibility (-complevel 3).

If you want the Doom v1.9u executable you can generate it easily with an upgrade patch using your "ultimate" IWAD, as mentioned here.

EDIT: Your Academy max and Maikl's both work fine using Doom v1.9u on my system (Windows 98), while your speed run desynchs.

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myk said:

If you want the Doom v1.9u executable you can generate it easily with an upgrade patch using your "ultimate" IWAD, as mentioned here.


I just tried that... and it works! With both games! Previously, I was using the modified executable included with Alien Vendetta (which simply changes the level names, intermission text, and par times) to do my Doom2.exe demos, as my registered downloads of both games from id's site only had Doom95. Thank you so much, man!

myk said:

EDIT: Your Academy max and Maikl's both work fine using Doom v1.9u on my system (Windows 98), while your speed run desynchs.


Yeah, I noticed that in Chocolate Doom, as I mentioned in the overflows thread. Like I said there, the next time I record on that map, I'll use the fixed version, and include it with the demo .zip. I should update the text file to mention it, now that I think about it...

EDIT: And I have now done so. I also updated the text file for STWR-TGH to mention my possession of the v1.9u executable.

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Sorry for the double post, but here are two demos I recorded with the Ultimate Doom executable today. The first is for the Xbox Doom bonus map, which is rather crappy, especially around the yellow key area; while the other is another 1994 level that's notable for how it appears on the automap when you get a computer map. ;) SEWERS.WAD can be downloaded here at ClassicDoom.com, alongside Betray (which I also recorded a demo for.)

SWRS-217 - Sewers (SEWERS.WAD) by David Calvin and David Blanshine in 02:17 (UV speed)
PTGM-112 - PENTGRAM.WAD by Jin H. Kim in 01:12 (UV speed)

EDIT (Sept. 8, 2007): Forgot to put the demo categories in this post. Bah!

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Good work on ACADEMY, TGH. Now we have a prBoom-plus compatible max demo for that WAD.
The reason you could make such a large improvement on Maikl's time is that, having so many WADs to demo, he apparently was happy with a first 100% exit. And I agree with what most of his TXT files say

IMHO, a "speedrun" is not the best way to show off a level. So I prefer to record demos that end with 100% kills & 100% secrets.

For that reason, I'd suggest you do UV max on the WADs that haven't been demoed yet. =)

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Indeed, I recall when someone did challenge Maikl to record a speedier Max on one of the wads he had demoed in his standard leisurely fashion, he made an absolutely blistering run that left no doubts as to his ability to kill stuff very quickly. :)

BTW, Maikl's academy Max can be played back in prboom-plus (and I presume other compatible ports) using the modified version of the wad that is attached to this thread (scroll to the bottom of the page). If I understand correctly, what Andrey did was to edit the reject lump so as to pad it in the same way that Doom.exe does (which in this type of case is not emulatable in general without also emulating Doom.exe's memory management).

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True, Maikl is no slouch when it comes to speed. I recall seeing him take part (and IIRC win) in a DOOM2 NM contest on some Russian site years ago.
Watched the !pipe! NM demo yet, o ye fan of Kvitøya and Argunov?

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Been so long since I've done a demo :P. An hour or so ago I did an improved UV-Max for Punisher.wad.

Yeah, roughly one month since my last demo and I pick a level that's a monster slaughterhouse. So typical of me :P.

Anyways, with a new route, I got a time of 5:38. Perhaps somewhere around 5:30 or better is possible here.

Attaching the demo now.

pnsh-538.zip

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@Gusta: In progress. The route work on that one is tricky as the main room is open to any kind of approach, so I've left it for last.

@Anima: :)

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The demo for map04 desynched :-/ I have the version from 25.05.2004 with the size of 15 579 841 B and watched under prboom 2.2.6. Anybody helps me?

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Gusta said:

The demo for map04 desynched :-/ I have the version from 25.05.2004 with the size of 15 579 841 B and watched under prboom 2.2.6. Anybody helps me?


It desynced for me under 2.3.1 as well, but 2.4.8.1 (the version that was used for recording) works fine, so I'd recommend going with that.

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Please use the current version.

There have been many compatibility fixes, both in comparison with old prboom versions, and the 2.4.8.1 release. (See the changelog.)

2.2.6 really has a lot of compat problems. There's no good reason to use it. (The current version can also play back old "incompatible" demos from earlier versions, so there is no need to use the old versions even for that purpose.)

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do not record vanilla compatible demos on dv.wad/map04 with old versions of prboom(+), because of

[-] PrBoom bug: Fix a compatibility issue that was introduced by Lee Killough a long time ago. There is no more synch :) on dv04-423.lmp@dv.wad. Added switch to force old behaviour with demo_compatibility: [-force_remove_slime_trails]. It is relevant for viewing doom-compatible demos recorded with old versions of prboom (< 2.4.6) or prboom-plus (< 2.4.6.1) in cases of desyncs

There are no reasons to do not use -complevel 2, because of doom2+ can handle Deus Vult without problems

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Hmm, Epic was an excellent mapset, so I'll have to watch these. It's also the third big doom wad I can recall that contains a moving train map (dark7 and PA:R being the others).

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Indeed... probably because we spend only about 1 minute on the map at the most now. :)

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I firstly saw a moving train map in Blood 1 :-) I still think that similar maps in doom were inspired by this one :-)

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Gusta said:

I firstly saw a moving train map in Blood 1 :-) I still think that similar maps in doom were inspired by this one :-)


I remember that level (E1M3: Phantom Express, if I remember correctly,) including its intro, where you get to see three guys get run over by the train. :P I really need to find my copy of Blood again, someday... or at least get another one.

I haven't played EPIC yet, but its levels look quite nice, and the demos seem quite fine to me. Great work on both ends!

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Fantastic. Belial know this big level for sure. 862 monsters was fucked in 25 minutes!

If you can finish from scratch such levels as Deus Vult map02 and map04, then you can finish everything.

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