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Grazza

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Everything posted by Grazza

  1. BTW, some of the maps use Boom features (et al.). This isn't really a problem, since the whole thing needs Zdoom anyway, but it is contrary to the stated design specs: Anyway, if you want details, please ask. If your intention was that people would be able to play it in any port, as long as they were willing to forego the decorate monsters and mapinfo effects, then it fails in that respect on most maps. Thanks for explaining the map14 problem - that one had been puzzling me.
  2. Grazza

    Easier way to watch demos

    BTW, the way I have set up the pattern-matching for the two releases of Alien Vendetta is as follows: The wad named av.wad should be the current (compet-n) version. The wad called avold.wad (created by myk, IIRC) should be the one of that name that contains those maps that were different in the initial release. In the autoloading for old av demos, av.wad is loaded, followed by avold.wad. This means that there is no need to rename anything (demos or wads). It also works fine if you have renamed the initial version to avold.wad though (the fact that av.wad is loaded first does no harm to anything, even though it is not needed in this case). The pattern-matching also works for the files at the DSF FTP site, in case you have those (some of them were renamed for inclusion in the demo-pack as released). http://www.doomworld.com/sda/av.htm
  3. Grazza

    Easier way to watch demos

    I haven't come across a version of the demo-pack with those names (that's why they are unsupported) - it sounds like someone renamed them. Easy enough to incorporate. Just add "|(avold[0-3]\d-uv)" into demo_pattern31 (so that instead of "(av24tele))\.lmp" there is "(av24tele)|(avold[0-3]\d-uv))\.lmp" ), and it should work fine. Any idea at all where you might have downloaded this from? Perhaps there are other renamed demos there too.
  4. Grazza

    Easier way to watch demos

    Another update. There are now 1120 patterns, and many of the existing ones have been improved. The additions are mostly for older or more obscure stuff, and quite a lot of DM demos too.
  5. Grazza

    Go 2 It... anyone done it?

    Mmm, I think a bit of sarcasm-detector testing is going on here. Though it must be said that you don't get much in the way of melee weapons at the start of pl32. If you want to make the level a bit harder, you can play with the coop monsters - this adds a few extra cybers near the end. Pl32 demos can be found in the normal place.
  6. You can increase the mouse sensitivity.
  7. It always takes a little while to adjust to a new control set-up. The fact that you're already noticing some improvements suggests that it is worth sticking with it. Just keep practicing and it should all come together before long. The WASD set-up (or something similar) that Hobbs describes is pretty popular. It should start to feel comfortable after a while, and leaves your thumb plenty of room to hit Space and keeps your fingers close enough to the number keys too (try ESDF instead if you're finding it too awkward for some reason - keyboards and fingers differ, after all). I'd definitely suggest dumping Ctrl for fire - the left hand already has enough to do, while the fingers on your mouse hand are underemployed otherwise. If you find you are hitting the Windows key (if that is on your keyboard), then this can be disabled. Do a web search (for, e.g., "disable windows key") to find out how. Note that if you do try this out in a port, there should be a way to disable forward mouse move, either via the menus or by editing the cfg/ini file.
  8. Grazza

    Eternal demos [-complevel 2]

    OK, found it: this demo (et24-624.lmp) features the old incompatible stair-building method (fixed in prboom-plus 2.4.6.1 @ 26-Aug-2006). That's why it won't play back with Doom2.exe or other exes that emulate it accurately in this respect.
  9. Grazza

    Eternal demos [-complevel 2]

    If you post your attempted fix, then I'll take a quick look at it, and see if I can track the problem down.
  10. Grazza

    Scythe demos [-complevel 2]

    Or you could get a USB card reader (this kind of thing). Maybe a bit more flexible and useful, as it handles all sorts of cards and doesn't rely on any additional software or leads. Kristian: yes, there are several demos from Prague that I think you'll like. :)
  11. Grazza

    Eternal demos [-complevel 2]

    That might explain why these demos desync. You can't use this feature if you want to create a Doom2.exe-compatible demo. This is a similar issue to the direct switch to SSG, which was fixed in prboom-plus a while ago.
  12. Grazza

    Toughest Doom level?

    There's plenty of ammo - are you not finding the rocket launcher perhaps? If you watch the compet-n Max on this map, you'll see that there is no need for punching, no waiting around for infighting (though some naturally occurs), and a surplus of ammo (lots of shotguns not picked up), and even some missed shots. Anyway, as to the question, I'd say E4M6 or Pl23 perhaps. Pl32 seems intimidating only when you're new to slaughter maps. But in order to give a more meaningful answer, I'd want you to specify what you mean by hardness. Is it the difficulty of reaching the exit at all on UV? The difficulty associated with killing everything? Should NM difficulty be a factor (in which case tn08 and tn09 need to be considered)? How hard they are by the intended route (i.e. without trick shortcuts)? etc.
  13. Grazza

    Do you own id Anthology? (poll)

    The Mac disk contains Maximum Doom, which isn't on the other disks. You can access the Mac disk on a PC using easily available tools.
  14. Grazza

    Mod for doom2

    It was a crosspost, but I merged the threads, and moved the resulting thread to the most appropriate forum. But I really don't see how the quoted postion of the second sentence of Maes's original post was implying anything was bad. It was just supplying a suggestion of what the problem might have been; i.e. that he should check any documentation and make sure he was using an exe that complied with the requirements for the wad.
  15. Grazza

    Do you own id Anthology? (poll)

    1 copy, complete. In good condition, though the tee-shirt has been worn a fair bit. Bought in London soon after it came out. Not selling (of course).
  16. Grazza

    Ancient wads

    Absolutely not true at all. No, it doesn't work that way. If permission to distribute is not specifically granted, then it means that it is withheld.
  17. Grazza

    Can't open in doors with boom, but...

    No, you have used the wrong type of linedef. You used one that is designed to open doors that are some distance away, and requires a tag to do so (as the program can have no way of knowing which door you intend it to open in that case). You can replace it with a linedef type that is designed to act locally, and requires no tag (Type 1 instead of Type 63 in most cases, but look in your editor to find the equivalent type of local door {needing no tag} for each time you have used a remote door type).
  18. Grazza

    Can't open in doors with boom, but...

    The reason for the crash/program exit in vanilla is that you have left the Doombuilder camera object in the map. You need to remove it. The reason it worked from within Doombuilder, I presume, is that you have Zdoom as the default exe to be used from within Doombuilder. The reason for the doors not opening is, as explained in my previous post, a map error, viz. invalid tags. The linedef type you have used requires a tag. The only reason it works in Zdoom is that it assumes that in the case of a remote action linedef with no tag, it was intended to apply to the adjacent sector.
  19. Grazza

    Can't open in doors with boom, but...

    The problem is invalid (missing) tags. You could use WadAuthor to detect this problem ("Check Map"). These doors will actually work in prboom-plus using the "compatibility with common mapping errors" option "linedefs w/o tags apply locally", but of course it would be better to correct the errors. You need to make them local doors instead of remote doors (or if you want to have the remote doors, you need to give them a tag that matches the linedef that you want to use to open them). I don't understand your comment about them working in vanilla Doom. In vanilla such a tag error causes the action to be applied to all sectors with tag 0, generally shattering the map. Prboom(-plus) will replicate this behaviour with any of the vanilla compatibility modes, or with the appropriate compatibility option chosen.
  20. Grazza

    Eternal demos [-complevel 2]

    As a pre-port wad, Eternal was designed to be used (and was only tested) with Doom2.exe, so if you don't want to be able to do anything that isn't possible in that, be sure to use -complevel 2 in your command line, or change the default_compatibility_level in your cfg file to 2. That will give you a Doom2.exe-format demo, with the same in-game physics. Though I wouldn't regard your (rather nice!) demos so far as invalid in any way - you have just played with different physics, which makes some things more difficult (or impossible) and others easier (or possible at all). Anima: That door trick was discovered first by Eugene Kapustin (he used it in the demo I linked to). Even though you discovered it independently, he still deserves credit for it.
  21. Grazza

    LAN in Prague

    Will do soon, yes. I am in a hotel in Colorado right now, but fortunately the internet connection is very good.
  22. Grazza

    Eternal demos [-complevel 2]

    BTW, Eugene Kapustin did a 2:38 (also 100% secrets) last year. He reckoned under 2:10 would be a good target time.
  23. Grazza

    Eternal demos [-complevel 2]

    I wouldn't say that there's any "fault" here - you used a perfectly legitimate version of Eternal Doom. It's just that Team Eternal/TNT made Eternal version 3 available in two different ways, and they didn't entirely match up with one another. It seems this also caused confusion when they made the official demo-pack. Regarding intercepts overflows, if you find this is destroying a lot of attempts to record on a particular map (often a long linedef #0 is a major contributing factor), then you might want to turn the emulation off. This increases the chance of recording a demo that will desync with Doom2.exe, of course, but makes it more likely that you'll actually have a demo to show for your efforts. I know of only one demo where the overflow is actually useful (Ledmeister's blackbug.lmp on blacktwr.wad) - all other cases are just curiosities.
  24. Grazza

    Eternal demos [-complevel 2]

    It features an intercepts overflow, resulting in the "all-ghosts bug". This makes the player unable to press switches or use teleporters, so the only way you can exit a map in this state is if there is a damage/exit sector that you can reach. Note also that these two demos play back with the eternall.wad from eternal.zip, but not with an eternal.wad created by using the upgrade patch from eternal version 2. This issue has had the useful effect of alerting me to the problem with some of the demos in the original Eternal demo-pack - there are now only two that desync with everything that I had tried so far (et30-nom.lmp and fireston.lmp).
  25. Grazza

    Hell Revealed 3?

    http://members.tripod.com/~Demolition_Crew/HU.html http://web.archive.org/web/*/http://members.tripod.com/~Demolition_Crew/HU.html
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