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verty

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Everything posted by verty

  1. verty

    The Two Types of Glides

    Thanks, Grazza. I'm interested in learning more about these glides, and I'll post here if I learn anything useful.
  2. verty

    The Two Types of Glides

    How could one return from the void? I don't think getting stuck in the wall is possible on the back of a one-sided line (although I haven't tested this). I think one would need two-sided lines on the border of the map to slide along. Hmm, I wonder if it would be possible to add sidedefs to lines in pwads with the correct geometry without desynching old demos. I'll check on this today sometime, whether at least in theory, places to re-enter the map can be engineered in existing pwads with old demos.
  3. verty

    The Two Types of Glides

    Ok, I've managed to watch Doomguy's momentum values when the glide is performed. When one gets stuck in the wall (Dew calls it the Jackhammer), one's momentum values alternate each tick between ~27 and ~32 in the east and north directions. 32 is enough acceleration to skip right over the top line, if the new position is valid. The valid position check comes first, so the code to look for blocking lines is skipped. Well, that's the theory. I can't figure out why the momentum maxes out, but anywhere the jackhammer is achievable, it should be possible to skip a blocking line.
  4. verty

    The Two Types of Glides

    Hi, I found something that I thought was important but... it turned out not to be a factor. I thought the y-coordinate of the east-west line might matter because of how blockmap boundaries are handled, but when I moved the line it made no difference. Rebuilding the nodes made no difference either. It looks like this will work in any map it appears in.
  5. I won't post it here, but I've sent you a PM, Creaphis.
  6. verty

    HR2 demos [-complevel 2]

    Ok, so I've been playing HR2 map 02, trying to get near Paska's time, a VERY difficult thing to do. I got a 30s though, which is attached. I am happy with second place. HR2 Map02 Nomonsters - 30.71 seconds, versus Paska 29.97. h202o030.zip
  7. verty

    HR2 demos [-complevel 2]

    HR2 Map 01 Nomo - 8.54 seconds, versus William Huber's 8.80 seconds. Is it okay to post demos like this that are not truncated to the second? I'll use 10 characters (generally) for the filename. This way I can post demos of marginally improved Nomo runs. -- Okay, I'll follow Grazza's suggestion in future. h201o854.zip
  8. I found it most convenient to automatically display the output of levelstat.txt after each recording.
  9. Here's another demo of Project Awesome E3M8 to match Paska's, 7.00 seconds. The start is slightly different, it should be possible in theory to open the door and fire the BFG each one tick sooner but I can't get it. Quoting Pashka's next post: I did a quick turn like Dew mentioned so I could get better acceleration. But I can't get a better time, unfortunately. pjawe_007_verty.zip
  10. verty

    New Speedmap

    Ok, I'll work this out, thanks for looking at this.
  11. verty

    New Speedmap

    I'll just try with a different complevel, back in a sec.
  12. verty

    New Speedmap

    Have you played my demo? In that demo, I press the switch and the wall does not lower. Wait, I'll make a clearer demo, that one wasn't so clear.
  13. verty

    New Speedmap

    Sorry, I mean the lowering wall that joins the rocket launcher area to the start area. Arrgh, there's 2 of them, I mean the big square one.
  14. verty

    New Speedmap

    What must I do to open this door (by the rocket launcher)? I think it is just the Vile switch, but it won't open. Help! Demo showing the problem.
  15. verty

    Training map - MovePath

    This may interest speed merchants, a simple training map to practice mouse control. I made this for myself to get used to the mouse in Doom. Run along a path, try not to fall off. I think no map like this exists. MOVEPATH.ZIP Edit: email no longer required to download.
  16. verty

    Training map - MovePath

    You are very welcome! I'm sure glad I posted it. :)
  17. verty

    Training map - MovePath

    This won't be to everyone's taste of course. It is a very simple test of mouse skill. If you can run and not fall off, you win. There is no lava so you can run back to the start. I don't think I am artistic enough to create a good level based around this concept, and it probably isn't very doom-like to need dainty footing. Even the chasm was a pretty odd map with hardly any monsters. But I agree that mastering it is satisfying. Play it, beat it, move on. Perhaps you'll have improved skill at that point. :) Par time: 21 seconds Birdie: 20 seconds Eagle: 19 seconds Albatross: 18 or less
  18. verty

    Scythe X demos (complevel 2)

    Some more NoMonsters runs: Map 02 - 24.71 seconds Map 03 - 31.51 seconds Map 05 - 10.43 seconds Map 06 - 14.77 seconds Map 07 - 17.74 seconds These are pretty formulaic, but I guess that's just the nature of it. The demo for Map 01 - 13.94 seconds is included. sx_nomos_verty.zip
  19. verty

    Scythe X demos (complevel 2)

    Map01 NoMonsters 13.94 seconds. -- see the following post for this demo.
  20. verty

    Scythe X demos (complevel 2)

    Here's a Map01 max, 50 seconds but should be good looking. Enjoy... sx01_050_verty.zip
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