PjSpartacus Posted May 3, 2015 Map04 UV-max in 3:23 I found this map to be a lot of fun for UV-Max. First demo. Ever...va04-323.zip 0 Share this post Link to post
MD922 Posted May 3, 2015 So you've had this account from the beginning of January 2014 then post 1 demo? Cool. 0 Share this post Link to post
PjSpartacus Posted May 3, 2015 Map04 -UVmax 3:17 Yep, tbh I haven't played doom for awhile and I forgot about this forum lol. Ive been an avid follower at DSDA for years. I love this wad and just randomly decided to make a demo *shrug* BTW I found this demo and its the one I should have posted.va04-317.zip 0 Share this post Link to post
PjSpartacus Posted May 6, 2015 Map 17 Pacifist in 2:21 This was originally a sub 4min UV-Speed attempt so im very happy with it. Im not very smooth so I'd like to see someone improve this. I listed some possible improvements in my text file. Fun map to run...va17p-221.zip 0 Share this post Link to post
ExclusiveAlias [CBD] Posted May 9, 2015 MAP01 UV-Fast (2:39)va01f239.zip 0 Share this post Link to post
ExclusiveAlias [CBD] Posted May 10, 2015 MAP02 UV-Fast (2:19)va02f219.zip 0 Share this post Link to post
Gingercat Posted May 11, 2015 I'm getting "Exiting on signal 11" whenever I try and play back these demos. As far as I can tell I've got the "latest" Valiant.wad and PrBoom+; this is the commandline I'm using in batch: glboom-plus.exe -iwad tnt.wad -file Valiant.wad -complevel 11 -playdemo 1.lmp (I extract the demo to my desktop, the batch renames it to 1.lmp, and moves it to where PrBoom lives before that ^ line is executed.) It will get a few seconds in; long enough to see that the imps and pinkies have been retextured, maybe to hit a switch or grab weapons, then... "Exiting on signal 11". Here's the tail-end of stdout.txt: GL_MAX_TEXTURE_SIZE=16384 Using texture format GL_RGBA. ST_Init: Init status bar. G_DoPlayDemo: playing demo with MBF compatibility vorb_registersong: failed mad_registersong failed: input buffer too small (or EOF) db_registersong: couldn't load as tracker Exp_RegisterSongEx: Using player fluidsynth midi player P_GetNodesVersion: using normal BSP nodes gld_Precache: MAP27 done in 186 ms I_SignalHandler: Exiting on signal: signal 11 I_ShutdownSound: This is happening on all Valiant demos. Anyone got any ideas on what's going wrong? I'd love to see these. 0 Share this post Link to post
Memfis Posted May 11, 2015 -iwad tnt.wad is incorrect, the wad is for Doom 2. :) 0 Share this post Link to post
Gingercat Posted May 11, 2015 Changed it to "-iwad doom2.wad", signal 11. Changed it to "-wad doom2.wad", still signal 11. Anything else you can think of? :/ 0 Share this post Link to post
AD_79 Posted May 11, 2015 What version of PRBoom+ are you using? If it's not 2.5.1.4 it won't work. 0 Share this post Link to post
Gingercat Posted May 11, 2015 Ah that might be the problem. I downloaded it from SourceForge (http://sourceforge.net/projects/prboom-plus), but the version on there seems to actually be 2.5.1.3 - There's the issue. Where do I get the more up to date one if SF is out of date? A Google search seems to favor various references to it, and links to SF, but it's out of date it seems. Edit: I've also looked on the forums here and the sticky in the Source Ports section also shows 2.5.1.3, with mentions at the end of the thread of a "2.5.1.4 test" version that I haven't been able to actually locate. 0 Share this post Link to post
Gingercat Posted May 11, 2015 *facepalm* In scanning that first post I skimmed the download link, thinking "I've already got that", assuming that the SF copy was the most up to date one. Oops! Thanks, AD_79! Really appreciate the help from yourself and Memfis. That upgraded chaingun is a joy to watch in action... All working well now! :) 0 Share this post Link to post
dew Posted May 11, 2015 Welp, it's not like I've specified that in the first post of this thread or something. :) 0 Share this post Link to post
Gingercat Posted May 11, 2015 dew said:Welp, it's not like I've specified that in the first post of this thread or something. :) Assumptions will be the death of me one day, I'm certain... Anyway I'll stop derailing the thread now ;) 0 Share this post Link to post
Gingercat Posted May 11, 2015 Nevan said:MAP27 UV-Max in 12:01 Wowwwwwwww! Since when did Hell get a robotic R&D department?? Amazing! Gorgeous enemy design, and so much variety! Loved this run, can't wait to see more. Excellent work, Nevan. 0 Share this post Link to post
ExclusiveAlias [CBD] Posted May 13, 2015 MAP03 UV-Fast (1:37)va03f137.zip 0 Share this post Link to post
ExclusiveAlias [CBD] Posted May 16, 2015 MAP05 UV-Fast (3:42) *I'm under the loose assumption that MAP04 has a teleporting issue with UV-Fast? Continuously getting 99%K for some odd reason.va05f342.zip 0 Share this post Link to post
PjSpartacus Posted May 17, 2015 When I was running it I noticed if you don't blow up a barrel on the left side of the soul sphere room 2 monsters can't spawn. That might be the issue 0 Share this post Link to post
ExclusiveAlias [CBD] Posted May 19, 2015 MAP06 UV-Fast (8:08)va06f808.zip 0 Share this post Link to post