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PVS

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Everything posted by PVS

  1. PVS

    Misc heretic & hexen demos

    I did not think about Linux, then, you can get the correct demo time yourself, manually. Use -timedemo command instead -playdemo, after timedemo process you will get the result, where you need to get demo gametics quantity (not realtics), your demo have 5270 gametics, further divide 5270/35 = 150,57 - this is demo time in seconds, i.e. 2:30.57 On the Opulent forum need register for download attachments, well, I'll send you his Kaiser28 test demos in PM.
  2. PVS

    Misc heretic & hexen demos

    Your correct time is 2:30.60. What Chocolate-Hexen version did you use for recording? You can use old command line tool (in attachment) for timing vanilla Hexen demos, see example in a bat-file. There is still a primitive method - Hexen shows time on the auto map, while demoplayback you can switch to map and see time, but on original engine it works poorly - you need press Tab-Tab-Esc for open the map normally while playing the demo, heh Yes, this Kaiser hub is very good, I like it too. Hexen is not very suitable for recording demos for separate maps, but I don’t remember already - this hub maps is suitable for this task or not? A couple of years ago, Opulent tried to record vanilla demo for this hub, something close to max, you can read about it here: http://opulentdemos.us/fpsdemos/viewtopic.php?p=74#p74 Messages about this hub are scattered on that topic, there are Opulent test demos, also we still looking there - how to open a secret map in the normal way, Kaiser hid it well. Maybe you will be interested to read this info. LmpFid14.zip
  3. PVS

    Misc heretic & hexen demos

    If you use Windows Choco version - for tests, you can try turning off 'mouse acceleration' in the general OS mouse settings, in Windows control panel. This may help if the mouse problem happens for Choco. For me, some mouse problems also happens on some PCs and OS, but for the old 2.3.0 version. I hope, that more newer 3.x versions on SDL2 do not have this problem, but I can’t check it myself.
  4. PVS

    Misc heretic & hexen demos

    Six seconds - this demo can be watched only in slow mo :) What problem do you have with Chocolate port? Maybe I can help.
  5. PVS

    Misc heretic & hexen demos

    Thanks for the Heretic demos, kraflab. I like wings-pacifist and max's. If in the future you will record demos for vanilla compatible pwad's - I'm personally would be glad to see demos in the vanilla format, for this, for example, can be used Chocolate Heretic with -demoextend parameter or vvHeretic4. Dec. 20 1994 was released 3-level Heretic Beta version. I congratulate everyone who has not forgotten and still plays this game. 25 Years of Heretic!
  6. PVS

    Misc heretic & hexen demos

    If w1f2p122 always playback well for you, but for me not - means there is something that we do not know about ZDoom :) w1f2p120 playback fine for me too. It would be great to see more longer demos, for example NoMo100S or even better - Max'es, this maps is good, but from speed demos they are almost invisible, heh
  7. PVS

    Misc heretic & hexen demos

    I also tried playback this demo on a new/clean ZDoom ini-file, but unsuccessfully. For me on old WinME, Win2k, WinXP OS's - I always have desync, and perhaps the problem for me can be exactly in the old OS's, I don’t know. ZDoom has a lot of settings from which can depend demo sync, but I'm sure, that all necessary for demoplayback settings are saved in the demo file, this is logical, otherwise, I can not even imagine how demo playback/recording can work stable on this port. And in this situation, changes for original Heretic gameplay - also come from Wayfarer pwad itself... kraflab, IWAD also need to check, but I'm sure, you did it a long time ago. In any case, this is not news, I have already encountered situations in ZDoom demo recording, when for one person everything is fine, but for another demo playback with desync, this is bad, of course.
  8. PVS

    Misc heretic & hexen demos

    Alone... Such regular ZDoom phoenix jumping very unusual see in Heretic, for me, hehe w1f2p122 go in desync for me on ZDoom 2.8.1, all other demos playback fine, why? I may not know something in ZDoom demo recording, probably... Wad is good, nice maps and music.
  9. Yes, I mean Heretic 1.3 without vvHeretic4 (or vv hack), under recording vanilla game exit after level is finished, in demo not recorded intermission screen and you have the correct level time in this case. After recording need use lmp programs to find the demos time: old LmpFid14 (in attachment) only for vanilla demos, lmpc 3.4.4 possible take from this page: http://opulentdemos.us/ofda/ofda_tools.php Also, possible use any other lmp programs that support Heretic demos or use choco Heretic from my post above. I.e., variants is there, how much they easy and reasonable - decide youself, but for NoMo category time accuracy in seconds is not enough, these are general rules as far as I know. kraflab Find demos time not difficult for me, no problems. LmpFid14.zip
  10. Good demos, almost all results are close to the best, some are the best time. Something weird with E1M2 demo, E1M1 on skill-3, you recording these demos in DosBox? Correct level times: E1M1: 0:26.94 (skill-3) E1M2: 1:02.11 (strange header, skill byte 'FC', playback as skill-5) best time E1M3: 0:37.77 (skill-4) E1M4: 0:31.83 (skill-4) E1M5: 0:39.66 (skill-4) E1M6: 0:51.91 (skill-4) best time E1M6s: 0:54.80 (skill-4) best time E1M7: 0:53.31 (skill-4) E1M9: 0:59.91 (skill-4) I personally always liked NoMo, something special, face to face with map, running Corvus at the Olympics, hehe. No comments in txt's, why? Few people are interested in recording vanilla demos for this game, so it's always interesting to see a new person in business, thanks. If you plan to continue NoMo recording, then it is better to do it right by all the rules: skill-4, recording without intermission screen on Heretic 1.3 or Chocolate/Crispy Heretic without -demoextend. NoMo demos timed as 0:00.xx, so the intermission screen is not desirable, after timing such demos using any external lmp tools. As an alternative, possible find correct level time using this small Chocolate modification, it saves level time to a log file, but this is old 2.3.0 version and may have problems with new Windows OS. Chocolate Heretic/Hexen 2.3.0 (special editions): versions contains fixes and additions for demo playback/recording: Chocolate-Heretic-230(se).zip Chocolate-Hexen-230(se).zip
  11. vvHeretic4 can't playback Heretic 1.3 -nomonsters and -respawn demos, he can playback only his own demos recorded in these modes, it's vvHeretic4 demo header read bug. Original Heretic 1.3 can playback his own and vvHeretic4 -nomonsters and -respawn demos, if you use DOS/DosBox - run Heretic 1.3 (Heretic.exe, it present in your folder anyway) instead of vvHeretic4 (Heretic.com) in your command line and you will not have problems.
  12. Heretic 1.3: heretic.exe -playdemo h1o33674 -nomonsters Chocolate Heretic: chocolate-heretic.exe -playdemo h1o33674 -nomonsters
  13. I think longtics is not original even for Doom, not? Of course, if version 1.91 is not considered an original. Batawi I see -demoextend command in your example, most likely you are using Chocolate/Crispy Heretic. If you decide to record without longtics, then you need not forget add -shortticfix parameter when recording, this will help a little against the original Heretic bug with a slow left turn for mouse/keyboard. kraflab This category table view is good, I like this. Only I have not understood yet - do you have a demos-type filter there - vanilla, zdoom, etc. format? Because, I do not see much sense in comparing demos time in vanilla vs zdoom format. Another funny question - how to get to these category tables from the DSDA main page? something I didn’t find this way :)
  14. PVS

    Misc heretic & hexen demos

    SiFi270 If I understood correctly, you freeze at the demo beginning, because in Hexndata folder present savegame files? It's weird, I'm never noticed such problems on Hexen-Plus. Hexen 1.1, Map06, nomonsters: Fighter - 1:16.43 Cleric - 1:18.91 Mage - 1:24.83 It's funny, I did not see that Opulent also has Fighter nomonsters demo for this map, but my demo on 0.17 faster, heh kraflab About fillup maps. This is Opulent work and idea (as far as I know) and I like this, it is well suited for Hexen. Hexen is not optimized at all for recording demos on separate maps, as well as warping to a separate map for a regular single game, a very small number of maps from IWADs are suitable for such tasks. For example, on Map06 no weapons at all, but player in single game comes to this map with first and second weapons, and this map have ammo for second weapon. This situation is corrected by fillup map ohf6.wad, it gives the player a second weapon and teleports him immediately to the target Map06, this is make possible to record a normal max on this map, not only tyson. I see that your database has demos from Opulent demoset 2014, that means you have it, it will be better if you read 'Opulent_Hexen_Fillup_Maps.txt' file from this archive, where in correct English and with details present information about such auxiliary fillup wads. Also, I see, that you did not add such Opulent fillup max demos in database, but this is good demos, why not add them? You have Misc category, these demos can be in this category, in my opinion. I do not know, needed such demos for DSDA or not, but I recorded some my fillup max'es. The only thing I propose, for such demos need put these fillup wads in the archive with demo, so do not need to search for these auxiliary wads. Hexen 1.1, Map06, FillUp Max, skill-4: Fighter - 4:42 Cleric - 5:25 Mage - 6:54 P.S. In DSDA -> Hexen -> HexAll demo by veovis 12:34 have player class Berserker, need change to a Fighter, Berserker - this is skill level 4 name :) Hexen06NoMo-PVS.zip Hexen06fillupMax-PVS.zip
  15. PVS

    Misc heretic & hexen demos

    Hexen 1.1, Map06, speed, skill-4: Fighter - 1:21 Cleric - 1:35 Mage - 1:40 kraflab, for DSDA allowed Hexen demos recorded from fillup maps? I can put fillup wad inside archive, this is will be small size anyway. Hexen06speed-PVS.zip
  16. PVS

    Crispy Doom 6.0 (Update: Mar 31, 2023)

    Oh yes, there are meduses, near the blue key door. To tell the truth, I saw them earlier on this map, but forgot about them. But this is the first time when I see that meduses lead to the engine crash, usually not. In any case, thanks for looking at this problem, everything is clear here - need remove all meduses, they not for vanilla engine. Interesting moment, Crispy Heretic 3.2 running on WinME - not crash in sector 73 on this map, it freezes a little, yes, but doesn’t crash, here they are, these meduses:
  17. PVS

    Crispy Doom 6.0 (Update: Mar 31, 2023)

    Crispy Heretic Another silent crash, maybe it's interesting: https://www.doomworld.com/idgames/levels/heretic/g-i/humpmini E2M5, near the beginning of the map: go forward and to the right into the door that is behind the crossbow, after the dark area I have crash on Chocolate/Crispy Heretic in sector 73 here. It happens to me on the Crispy Heretic 3.2 and some newer exe versions on WinXP, without error messages and entries in stderr.txt and stdout.txt. Not sure, how this problem is reproduced on the new OS.
  18. PVS

    [Heretic] Lost and Forgotten

    Ok, I was interested in precisely this. I have another example of a crash problem in Heretic, I will write in your topic.
  19. PVS

    [Heretic] Lost and Forgotten

    fabian Thanks, I see your solution. Previously, I did not pay attention to MAXINTERCEPTS define in Heretic, now I see that there may be a problems, sometimes. I'm test this now in my little project and see that crash on this E1M2 map comes from the P_SightBlockLinesIterator function. A small question - do you plan to leave this decision in this form in the Crispy Heretic? I see in your Doom source more difficult decision of this situation. This is not a very important, I just would like to know that I will have compatibility with at least one engine around, in such overflows situations, what may be important for playback/recording vanilla demos. I don’t think, that this situation will be interesting for Chocolate project, although, adding some error exit messages here, would be better for them too, maybe. Dreadopp It's weird, yes. But in reality now, on this E1M2 map there is no way for the player to return to the beginning from the final boss area, right? And if your current changes on the map do not lead to engine crashes at the beginning, as in a normal situation, then maybe - leave in this state? This is better anyway. When I was looking for a problem on this map, I found what I said, saved it with these minor changes, and nothing else. I even recorded a slow max demo for this E1M2, which normally playback on Heretic-Plus and Crispy Heretic without latest fix. Now I tried once again on my modified map version, made the max and returned form the boss area to the beginning with cheats - engine does not crash anyway, in a sector 1288 area. In next try, from the beginning I'm use god mode, looked around sector 1288 and immediately go to the boss area with no clip - caught the excess overflow at the moment when I fell into the boss area, again from P_SightBlockLinesIterator function, now I can see it. This is strange, of course. In any case, I think, need try to change something in the final boss area, and map will be compatible with Heretic-Plus, maybe someone will advise what exactly try to change, I have no ideas, at this moment.
  20. PVS

    [Heretic] Lost and Forgotten

    Grand canyons, large areas, this is some kind of long winter journey under suitable music - I like the atmosphere, which has turned out. I am glad, that there are no tons of monsters, in my opinion, this is completely unnecessary, the balance of weapons and ammo is quite enough for this atmosphere of travel. Thank you guys for these two vanilla maps, although being late, but this is a good present for the last Heretic birthday, who was in December. It would be interesting, if you continue - add some vanilla maps in this style, maybe can go down into these rock-mountains, where will the cave castles? Or vice versa - go upstairs? heh, well, of course, if you yourself like and have a desire for this. I'm use vanilla engines for play this maps, here needed limit-removing, so these are: Heretic-Plus, Crispy Heretic, little modified Chocolate Heretic and some others engines - they all have problems on E1M2, crash near the beginning of the map, as said ETTiNGRiNDER. I sometimes work with game source, a small personal interest, sometimes I observe similar problems of the original Heretic engine, undocumented, incomprehensible crashes without visible errors, is always happens only on custom maps. My attempts to understand and find these problems in the game engine are so far unsuccessful at the moment. For this E1M2 crash happens for me near/in sector 1288, two crystal vial here, player can look towards the castle. This crash happens only with monsters, problem thing 297 - fire gargoyle in sector 1239. If delete this thing 297 or move it below, for example in sector 1205 - the problem disappears. If anyone is interested - look at this strange situation guys, how far are these sectors from each other, why does the engine crash and where to look for it in the source code - I have no ideas.
  21. PVS

    Chocolate Doom

    kb1 We have been sitting for almost 20 years now, drinking coffee and quietly analyzing each variable and line of code and sometimes we say - here it's bad and there was something strange, right? Of course, for iD it was a job that needs to be done as quickly as possible and make money. Similar hard-coded limits, as here, if sum it all together and wish the stable work of the whole engine - this may well be needed for the hardware of the 90s, not? Chocolate Hexen 1. Sometimes there show funny screenshots, I will also offer a small puzzle game for Hexen guys :) The question is which of the choco screenshots below are not correct? Hint: there is only one correct screenshot and this is the original game bug. You can see it yourself if you run the game and just watch 3 demos in the main menu demo loop. 1 2 3 2. In Chocolate Hexen 2.3.0 added suppot multi-levels demo recording resulting in the following problem, which noticed and suggested to me by Opulent. It can be reproduced very quickly, it takes 2 minutes, start record demo with the following line: chocolate-hexen -warp 11 -skill 4 -class 0 -record DieTest -demoextend After appearing on map11 the teleport will immediately be behind you - enter in it, after the teleporting to map7 - stop recording a demo. Now repeat the record with the same parameters, after the teleporting to map7 - engine kill you? Further, it will kill you constantly, with any number of attempts to record demo with these parameters. In this example, I use the map11 specifically, because here the teleport is nearby and you can test very quickly. But it will happen on any map and it needs to be fixed. I think, this kills happens because the engine did not delete the needed reborn/base slots from last session in savegame folder at the beginning of a new game session and at the following starts - engine tries to use these savegame files, which is not correct. Also, this only happens for recording and timedemo processes and never happens when start a new game or playback multi-levels demos. To fix this possible if call G_StartNewInit() before G_InitNew() in G_RecordDemo() and G_TimeDemo() functions in G_game.c, ie do the same as now doing G_DoPlayDemo(). This will force the cleaning old savegame files in the save folder. I tested, for me now everything works correctly.
  22. Guys, map E2M5 does not work on Heretic 1.3. Any hidden construction: when copy of the player object is placed, the floor under it is scrolling - do not work on the original game, because actually the player object does not move anywhere and does not activate the necessary linedefs, this is Heretic ZDoom trick only. For this reason, the pyramid puzzle on this map will not work on any vanilla engine, player is stuck there. But this is not the main problem with this map - it also leads to the engine crash in one place, and static limit removing does not save this map, because it also crashes Crispy Heretic version. Crash without visible errors, but I think - it's something with the renderer side. SOSU, can Skeletonpatch optimize his map for the vanilla game? I'm pretty sure that he tested it only on ZDoom.
  23. PVS

    Chocolate Doom

    I noticed that this is a modified Heretic function, which removes the original 20 sectors limit. I've already tested the options: if add simple condition if(!h) or full copy of P_FindNextHighestFloor from Chocolate Doom - in both cases the function works equally well and returns 'currentheight' for such non-standard situations, which are associated with small errors in the mapping, of course. But I see such situation already on 2 maps now, where Chocolate Heretic works incorrectly while Heretic 1.3 no have problems. It is absolutely incredible coincidence, but today when testing something else on another engine - I saw a warning from Heretic P_FindNextHighestFloor about 21 sectors in floor raise action, I remember the comment in your Doom source that the critical number of sectors is 22, if more - original engine crash. It became interesting to check this, I started to add sectors in the editor and check the work on the vanilla Heretic. My result for this map is 24 sectors, the engine is working fine, 25 or more - crash. Maybe someone will be interested in this information.
  24. PVS

    Seeking Heretic gameplay collaborator

    If your goal is vanilla Heretic maps or vanilla + limit removing - I could try to help, if there is still a need. In any case, I hope that you can finish this project, it will be a sadly if the vanilla Heretic episode will not reach the release.
  25. PVS

    Chocolate Doom

    Chocolate Heretic Function P_FindNextHighestFloor in p_spec.c contains an error: in an unusual situation, when other->floorheight == height or other->floorheight < height - the taged floor starts to move high into space, trying to reach the defined value INT_MAX. In vanilla Heretic floor in this unusual situation remains at current height and does not move anywhere. I found this moment when recorded a vanilla demo on another engine and tried playback it on Chocolate Heretic 2.3.0, demo go to desync on Chocolate Heretic precisely because of an error in this function. As an option, it is possible to add this condition from Chocolate Doom: I think this will fix the situation, but I'm not sure, it's probably better to use a full copy of P_FindNextHighestFloor from Chocolate Doom or another solution. I can not use github guys, for me it is possible to give information only here, if it is necessary for project.
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