Kotzugi Posted April 4, 2015 j4rio said:Revenant takes full ssg shot without flicking. Looks like it happened to me as well, but it was not the first time, so did I just miss? Plays back with PG-RAW-X.WAD / PG-RAW.WAD (Perdition's Gate).pg15uvm-shootthrurev.zip 0 Share this post Link to post
cybermind Posted June 5, 2015 I wonder, does somebody ever recorded a non-TAS demo of killing cyberdemon with chainsaw or fist (without Berserk power-up)? 0 Share this post Link to post
Rez Posted June 5, 2015 There's a spot in one very old map (it's in one of the WADPAK compilations, I think) where you can saw off the cybe's leg at zero risk to yourself. Quite boring, but the place is short of ammo, so... 0 Share this post Link to post
abyrvalg Posted June 5, 2015 cybermind said:I wonder, does somebody ever recorded a non-TAS demo of killing cyberdemon with chainsaw or fist (without Berserk power-up)? Check out E2M8 tyson compet-n record for one of vanilla examples. The -fast version is quite hilarious too, but that one is not what you asked for though :> 0 Share this post Link to post
cybermind Posted June 5, 2015 Cool, I've really enjoyed that demo :) How about chainsaw one? I think it is much harder to beat because of chainsaw "pull effect". 0 Share this post Link to post
Rez Posted June 5, 2015 cybermind said:Cool, I've really enjoyed that demo :) How about chainsaw one? I think it is much harder to beat because of chainsaw "pull effect". Which feels surprisingly similar to a real chainsaw caught in wet wood. 0 Share this post Link to post
Ancalagon Posted December 14, 2015 chaingunner survives direct rocket Plays back with plutonia, happens at ~1:10pl09-opchainer.zip 0 Share this post Link to post
Azuruish Posted December 14, 2015 Weird. That chainguy ID (186) got only 20 points from your rocket. What kind of rocket is it? 0 Share this post Link to post
Linguica Posted December 15, 2015 Azuruish said:Weird. That chainguy ID (186) got only 20 points from your rocket. What kind of rocket is it? From a cursory inspection, it looks like the chaingunner took 20 damage from the rocket, but then through some combination of being in a different sector / blockmap block, took no splash damage. 0 Share this post Link to post
dew Posted February 22, 2016 Nega-armor wankery to reach armor rollover.rollover.zip 1 Share this post Link to post
4shockblast Posted November 18, 2016 Possibly the mother lode of rare kills for me: Hell knight dies in 2 SSG shots under complevel 9. First shot did 260 (!) damage, second shot did 240. Plays back with Sunder map 5.su05hk_2shot.zip 0 Share this post Link to post
Linguica Posted November 18, 2016 That amount of damage isn't possible in vanilla, right? 0 Share this post Link to post
vdgg Posted November 18, 2016 Linguica said:That amount of damage isn't possible in vanilla, right?100% sure max is 245 HP, in Boom I never knew, I had 255 HP recorded, so I believed this to be highest unless shown otherwise. This thread has some reference links. Edit: shock's demo: -skipsec 68 -trace_givendamage 0 -trace_thingshealth 29 0 Share this post Link to post
Memfis Posted November 18, 2016 This is a scary discovery for TAS perfectionists. Imagine trying to kill every hell knight like that... 0 Share this post Link to post
RjY Posted January 25, 2017 4shockblast said:First shot did 260 (!) damage, second shot did 240 vdgg said:in Boom I never knew, I had 255 HP recorded, I believed this to be highest unless shown otherwise. SSG damage depends on RNG state on entry to A_FireShotgun2. For each pellet that hits a shootable thing, I observed P_Random being called 10 times (damage, angle spread x2, slope spread x2 in A_FireShotgun2; then during P_LineAttack, P_SpawnBlood x4 (one in P_SpawnMobj), and P_DamageMobj pain chance). Using this as a model I calculated the damage obtained from every possible starting RNG state as follows: for 20 pellets, sum damage given by 5*(((state>>20)&255)%3+1), then update state to state*1664525+221297+2*49 10 times. 49 is the index of the RNG class pr_all_in_one, the other numbers are hard-coded constants in m_random.c. Note P_Random right shifts by 20 which means bits 28-31 of the state do not contribute to the return value, meaning only 2^28 possible states need consideration, not 2^32 as one might expect. Sadly I found no RNG state that gave the full 300 damage. So much for the legend of the one-shot revenant. The best I could find was a single state 244913131 which generated a damage of 295. To demonstrate this I made a small map and built a demo. Move to pick up then fire on tic 44 after weapon switch. A_FireShotgun2 is called at tic 47. There are six P_Random calls before that: 3 mobj spawns, 1 for monster tic randomization, 2 for the monster waking up on tic 46. (Fortunate, otherwise the monster wakes up when shot, giving 12 P_Random calls, for the first pellet, not 10, which breaks the model!) I "rewound" the RNG state to 67171205, six P_Random calls before 244913131. Lastly I found a seed, 45423646, to generate this state. (Fortunate again that the needed state was odd - initial RNG state is (rngseed*2+1)*69069^50, which cannot be even). This goes in the demo header. Watch with "-trace_givendamage 0 -trace_thingshealth 1" in PrBoom+. 5 Share this post Link to post
RjY Posted January 25, 2017 It appears previewing your reply results in missing file attachments. Or do they take some time to show up?ssg295.zip 0 Share this post Link to post
Aqfaq Posted January 27, 2017 Impressive shot, RjY! So much blood... So much force that the revenant seems to slide a mile... What about BFG? I suppose there is no state that produces 4280 damage? Can your model be incorporated into a tool that predicts the damage for each tic in real-time or maybe even a bot that automatically searches high damage shots for TASers? 0 Share this post Link to post
RjY Posted February 3, 2017 Aqfaq said:What about BFG? I suppose there is no state that produces 4280 damage? I don't know. I imagine a model for A_BFGSpray could be made as for A_Fireshotgun2, as it is a case of counting P_Random calls during the main execution of one function, making similar assumptions about every tracer hitting the target and so forth. Thus one might find RNG states that lead to high damage sprays. Then possibly a demo could be constructed although I expect it would be a lot trickier than the SSG case. I might look into this one day although it will not be any time soon. Aqfaq said:Can your model be incorporated into a tool that predicts the damage for each tic in real-time or maybe even a bot that automatically searches high damage shots for TASers? Possibly but I am not minded to try. I think it would be hard to reliably predict SSG damage ahead of time. Many things can go wrong. For example, when you attack, the weapon does not fire for three more tics. In that time it's most likely some monster would call P_Random and throw off the result. We also have to assume that all 20 pellets hit, because a single miss will also throw off the entire calculation, there is one fewer P_Random call in that case (the one for pain chance in P_DamageMobj). So the target must not be crossing a blockmap square boundary. And so on. For a tool, the simplest / most feasible idea I can think of is, given the current RNG state (which you obtain from the engine somehow), calculate the next few dozen RNG states and the predicted damage if A_FireShotgun2 was called with that state (assuming all pellets hit). Then you tear your hair out manipulating the game into calling P_Random the exact number of times so that A_FireShotgun2 is called with the right state. Not something I'm going to work on though, sorry. 0 Share this post Link to post
Looper Posted February 17, 2017 Really nice 295dmg shot. I wonder what's the minimum SSG shot damage then. I'm guessing demon could survive it quite easy but is it less than 110 damage? 0 Share this post Link to post
vita Posted February 17, 2017 Edit: 12 calls for the first pellet only, 10 for the other 19 (105 damage): Spoiler 105 1 110 14 115 100 120 718 125 3243 130 12492 135 40743 140 117540 145 303101 150 701378 155 1474291 160 2824134 165 4962384 170 8036222 175 12007122 180 16618546 185 21323925 190 25411459 195 28153044 200 29020400 205 27828987 210 24815251 215 20590378 220 15853773 225 11330361 230 7492150 235 4575810 240 2571771 245 1325268 250 623715 255 265795 260 102357 265 35019 270 10618 275 2655 280 591 285 86 290 13 295 1 (Wrong model, >10 calls for *every* pellet) I've changed it to use 12 calls instead of 10. Spoiler 100 1 105 5 110 18 115 128 120 745 125 3219 130 12419 135 41027 140 117216 145 301695 150 701768 155 1474814 160 2826138 165 4963061 170 8032588 175 12004905 180 16618493 185 21328679 190 25409035 195 28155776 200 29019618 205 27836549 210 24816315 215 20586288 220 15848743 225 11327361 230 7490345 235 4575527 240 2573843 245 1327385 250 624958 255 266354 260 101758 265 34923 270 10415 275 2615 280 599 285 117 290 13 13 calls (three 100 damage states): Spoiler 100 3 105 10 110 32 115 175 120 733 125 3411 130 12450 135 40210 140 117658 145 301558 150 700286 155 1472585 160 2824826 165 4967016 170 8036240 175 12010430 180 16616229 185 21327330 190 25412779 195 28146889 200 29014760 205 27833205 210 24821032 215 20586431 220 15855331 225 11323652 230 7496517 235 4576935 240 2569635 245 1325359 250 622823 255 267118 260 102068 265 35362 270 10706 275 2905 280 640 285 115 290 10 295 2 14 calls (eight 300 damage states!): Spoiler 105 1 110 21 115 123 120 770 125 3264 130 12602 135 40938 140 118417 145 302913 150 701334 155 1470167 160 2822358 165 4965905 170 8037192 175 12005711 180 16614807 185 21325559 190 25419452 195 28161542 200 29020368 205 27816607 210 24813889 215 20577637 220 15865912 225 11334691 230 7494822 235 4571035 240 2569913 245 1324288 250 625034 255 266776 260 102754 265 34845 270 10447 275 2592 280 640 285 102 290 16 295 4 300 8 0 Share this post Link to post
Looper Posted February 17, 2017 Oops, I guess I should have read RjY's zip/text file before asking. 0 Share this post Link to post
Grain of Salt Posted April 29, 2017 Three HKs with six rockets, by Yousuf Anik, from sd16-239. Giffed with glboom+ health bars.  2 Share this post Link to post
dew Posted April 29, 2017 Numeric breakdown: Rocket 1: 252 dmg to HK t. 163 Rocket 2: 259 dmg to HK t. 163 Rocket 3: 269 dmg to HK t. 164, 40 dmg to HK t. 161 Rocket 4: 275 dmg to HK t. 164, 49 dmg to HK t. 161 Rocket 5: 252 dmg to HK t. 161 Rocket 6: 256 dmg to HK t. 161 Â Pretty sexy numbers and probably impossible for vanilla, but keep in mind this is complevel 9 again. Different distribution, different values. For those interested, the command you want is -trace_thingshealth 161 163 164 2 Share this post Link to post
Killer5 Posted October 22, 2017 I've never seen a 3 rocket pinky. Unfortunately the demo is gone but here is a clip: https://clips.twitch.tv/ProtectivePrettyClamArsonNoSexy 4 Share this post Link to post
RjY Posted October 22, 2017 12 hours ago, Killer5 said: Unfortunately the demo is gone How annoying, this may have been a particularly rare event, likely requiring a combination of a series of bad damage rolls and/or the effect of a hyperdetailed bumpy floor. Â I ran some tests in a circle full of demons and a lot of rockets. It seems that the splash damage felt by a demon that was directly hit by a rocket is nearly always >= 100 (only 3 below out of 216). Given that, it is highly likely two direct rocket hits (at least 20 damage each) and ensuing splash damages (at least 100 each) will total at least 240 which is more than enough to kill a monster with 150 starting health. Â Thus it is reasonable to conject that at least one (combining with two very low damage rolls) or possibly both (!) of the splash damages from the first two rockets weren't received. Most likely due to Barrel explosions which do no damage aka through some combination of being in a different sector / blockmap block, the chaingunner took no splash damage (can rule out reject table oddities, as the map has no reject table). It's a real shame there's no demo that could be analysed to find out what really happened. 0 Share this post Link to post
ZeroMaster010 Posted March 11, 2018 3 shotgunners killed 1 in shotgun blast, all of them full health. Of course it's probably not that difficult to line up 3 shotgunners and kill them, but believe me when I say I've played underhalls quite a few times and I've never seen anything like this. Happens about 12 seconds into the second map, though the screenshot shows what happened. 3-sg.zip 3 Share this post Link to post
GoneAway Posted March 13, 2018 Maybe you should start doing max runs 🙂 3 Share this post Link to post
Bob9001 Posted April 15, 2018 (edited) Managed to get a revenant in 1 rocket during a tnt ep1 max demo  Plays back with TNT.WAD, tnt31.wad -skipsec 17:00  epuv1rocket.zip 0 Share this post Link to post
Killer5 Posted November 5, 2018 Not sure where to put this but I found it fun eating a cyb rocket for 40 damage while running No Chance. skipsec 4:20 outtakes.zip 0 Share this post Link to post