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Everything posted by Grazza

  1. Beat/Fill '94 PWADs Month

    The deh file might be a hangover from the Doom(1) version of the wad. I did try loading it with dehacked (it's a binary patch - I used doom2 version 1.666 - the earliest version and the one that was current at the time) in order to save as a text deh file, but no data emerged. I noticed that the batch file (r2wolf.bat) included in the zip didn't do anything with dehacked (just deusf), so maybe nothing is needed from the deh file (or the authors hadn't done anything to convert it). Maybe the new monsters in Doom2 gave them everything they needed. Then again, maybe I'm screwing up. Loading and converting binary deh patches isn't something I've done for a while, and it is a little fiddly and I might have forgotten something important. Still, the batch file's lack of anything dehacked-related does seem significant. And the wad plays reasonably sensibly as it is. And sorry for any confusion and for not mentioning any of this previosuly. Edit: READIT.TXT states "The wad will run just fine without the dehacked patch". Edit2: A bit more pissing about with old dehacked versions produced the attached text deh file. It just changes text. WOLF-TXT.zip
  2. This is the continuation of the "Post your Doom picture!" thread, which was the longest in the forum's history and had become so large that the forum software was straining under its weight. The topic is simple: if you have any interesting Doom images, post them here. You may post screenshots of wads in progress if you wish. Thumbnails are a good idea if you want to link to a bigger image. Most of the main image-uploading sites provide thumbnails that have a similar file-name to the image itself. For tinypic.com, the thumbnail image has "_th" added before the file extension. For imageshack, you add ".th" (so a jpg filename would end ".th.jpg"), and for imgur.com, you add "s" for a small thumbnail or "m" for it to be medium sized. For photobucket, add "th_" at the start of the file-name. For minus.com, add "_e" before the file extension.
  3. Beat/Fill '94 PWADs Month

    LOL. Just one more for now: map10 of Return to Castle Wolfenstein (doom2 ver): UV Speed in 0:28 r2c0-028.zip Kind of a shame to shoot stuff, and still to leave Hitler alive, but there you go.
  4. Beat/Fill '94 PWADs Month

    And map07 of Return to Castle Wolfenstein (doom2 ver): UV Pacifist in 0:41 r2c7p041.zip Nightmare! Speed in 0:49 r2c7n049.zip UV Stroller in 1:07 r2c7s107.zip Crappy runs. The map contains a very fine symbol.
  5. Beat/Fill '94 PWADs Month

    Same again for map05 of Return to Castle Wolfenstein (doom2 ver): UV Pacifist in 0:19 r2c5p019.zip Nightmare! Speed in 0:29 r2c5n029.zip UV Stroller in 0:33 r2c5s033.zip A bit sloppier, but at least the routes aren't all the same. In the Stroller, the people in the exit room proved their fineness again.
  6. Beat/Fill '94 PWADs Month

    I recorded demos in all the meaningful categories on map03 of Return to Castle Wolfenstein (doom2 ver) by Norman Scott and Tim Scott: UV Pacifist in 0:25 r2c3p025.zip Nightmare! Speed in 0:29 r2c3n029.zip UV Stroller in 0:34 r2c3s034.zip All first exits - bite me. Be advised that this wad features very fine people on both sides.
  7. Do you speed up demos?

    I watch most demos at normal speed. For movies like 30uvs and 30 nms, I'll watch them in sections if I haven't time to watch them in one go. If a demo is flat-out boring, then I'll stop watching it. A boring demo at 100% speed will still be boring at 1000%. For ultra-long Tysons, I'll vary the speed a lot while watching them. For lengthy sections of waiting for infighting or 100x door trick, I'll use a very high speed, but for "nomal action" (other than repetitive things like 1-on-1 punching a full-health cyberdemon), I'll use normal speed. Sometimes I'll want to use walkcam (or in automap with iddt-iddt), in which case I'll pause, move the camera and resume. If you use slomo instead for that, the camera-moving is also slomo! For very short trick-laden demos (or such sections of longer demos), I may use slomo. I think it's important to watch them at normal speed as well, or you won't appreciate the player's skill in executing them in real-time. When working on a demo myself, I'll sometimes watch the WIP demos with ultra-ultra-slomo (down to 3%) to see where I'm losing time. Of course, normally the answer is lousy running and bumping into walls, but it can usefully clarify where and how improvements could be made, and if what I'm doing is working as intended, whether you're getting a wallrun effect, or if there is some way to get better monster assistance, etc., such as how to time a wake-up shot. One recent-ish demo where I did that a lot was this one on fa4d.
  8. Beat/Fill '94 PWADs Month

    Quite a lot of early wads were miscategorized in this way or vice versa - sometimes by error, but often because the author felt they would get more exposure that way. And it was also relatively common for maps that were intended as primarily for DM to have some monsters thrown into them - sometimes even a great many (for a variety of motivations). Or a wad might have had a mix of SP and DM maps. I'd suggest that as long as a map isn't an obvious DM map that has, e.g., a single imp shoved it in for no reason, it is fair game.
  9. Beat/Fill '94 PWADs Month

    Some stuff: Coloseum by Dean Ashley Svendsen (these demos involved some effort) UV Stroller in 0:25 colos025.zip UV Stroller with no forward movement (lol) in 0:32 colosb32.zip UV Pacifist in 0:22 colop022.zip NM Speed in 0:17 colon017.zip The remaining ones are trivial: Oakland Air Route Traffic Control Center (ZOA) by CJetSki UV Speed/Pacifist in 0:00 zoa2p000.zip UV Stroller in 0:01 zoa2s001.zip Rings by Jim Flynn UV Speed/Pacifist in 0:01 ringp001.zip NM Speed/Pacifist in 0:01 ringn001.zip UV Stroller in 0:02 rings002.zip
  10. Beat/Fill '94 PWADs Month

    Actually, I think the version in Heroes had extra monsters, and at least one other change (removing the trivial exit option). Of course, that also makes it a 1995 map in a sense. That applies to quite a number of maps in Heroes, actually.
  11. Beat/Fill '94 PWADs Month

    Murder2 by Lawrence Britt <Critical Edge> NM Speed in 0:53 Grating glide. I'd have tried to improve it, at least to equal my old Pacifist run, but the wait for the steps to build sucks some of the fun out of it. I shoot the imp because I thought I'd need to shoot stuff later anyway, but that wasn't the case. Blah. murdn053.zip
  12. Beat/Fill '94 PWADs Month

    Ask him.
  13. Beat/Fill '94 PWADs Month

    The Lord by Jeff Corr Map03 UV Speed in 1:03 tlo3-103.zip
  14. Beat/Fill '94 PWADs Month

    LOL, four easy points!!!11112 UV Speed/Pacifist and NM Speed/Pacifist on both afro.wad and afro_.wad, all in 0:00 afro_000.zip Erm, didn't I already do that?
  15. Beat/Fill '94 PWADs Month

    The Lord by Jeff Corr (yes, this is the wad that has a level called "Lava Pits that Suck") Map04 UV Speed in 1:39 First exit. Even more horrifyingly, I've recorded a demo that lasts more than a minute. tlo4-139.zip
  16. Beat/Fill '94 PWADs Month

    NJDoom2 map16 UV Pacifist/Speed in 0:26 (also includes a 0:27 where everything went much better up until a cock-up at the exit) I apologize for the vulgar and unnecessary use of weapons in my earlier demo. nj16p026.zip
  17. Beat/Fill '94 PWADs Month

    BTW, if anyone is looking for something to record on, I have attached an episode (e1m1-e1m9) that seems to have been lost in the mists of time. The follow-up is in the archive (here), but the first one isn't. The maps seem quite interesting on the whole. It's possible some of them might need -complevel 0 (Doom.exe 1.2) to work exactly as intended, but I'm not sure. doom-j1.zip
  18. Beat/Fill '94 PWADs Month

    NJDoom2 by Enjay (Nigel Rowand) Map16 UV Speed in 0:30 Key grab. I don't know why, but it only seemed to work from this direction. nj16-030.zip
  19. Random Image Thread

    Romanche Glacier, Chile Yes, a big-ass waterfall emerging from the bottom of a glacier.
  20. Miscellaneous demos (part 3)

    Ezekiel by 40oz, AD_79, Breezeep, memfis, and GRB Map01 UV Pacifist/Speed in 0:15 eze1p015.zip
  21. How to form a plan in chess?

    Almost certainly impossible, actually, within this universe. Hard physical limits and stuff.
  22. How to form a plan in chess?

    Here's a link, not the study I recall, but making a similar point: http://talkchess.com/forum/viewtopic.php?t=62868 I don't think players tend to carry a diagram like yours in their heads, but certain features are pertinent when having to choose quickly where to place a piece so that it is further from a knight (in knight moves, rather than geometrically). It is certainly second nature for players to know that two squares diagonally is a long journey for a knight ("knight check shadow"), and that three squares horizontally or vertically comes next. But most things of this nature are rather concrete and by dint of experience, with the edge of the board (and/or other pieces) a factor in most cases. For instance, a black knight on b7 losing to a white pawn on a6 (in the absence of other relevant pieces), or the knight's weakness in the endgame against rook's pawns in general. Of course, when mate is in the picture, putting the king two squares diagonally from a knight is often far from safe, as the knight covers plenty of squares near the king, but if you are trying to keep the knight away from a passed pawn of yours, it may well be ideal, as it means the knight is unlikely to gain time with a check at some point. But all such sequences need to be calculated carefully in any case, as the knight might find a 'turbo-charged' route by other means. Another knight-specific nugget that is often useful is a set-up like wKg1, wNg2, bQg3 - the black queen can't continue checking, which might give you the respite you need to pursue your own plans or to bring in extra defenders.
  23. How to form a plan in chess?

    It's a balance between depth of search and complexity of evaluation function, for sure. Some engines have simpler evaluation functions in the interest of greater search depth and vice versa. And as you'll see in places in the Stockfish logs, in some cases they have axed or simplified a part of the evaluation function because current search depths do a better job of sorting out the issue in question. One of the main purposes of the evaluation function is to determine which branches of the search tree should be either extended or axed - without that aspect working well, engines would play far more weakly. On my current desktop machine, Stockfish typically analyses about 40 million positions per second - so it's easy to see that this depth might be more important than some fuzzy evaluation that isn't relevant to pruning the tree. Hash tables are pretty important, so you should adjust their size depending on the type of analysis you're doing. For general-purpose interactive analysis I might set them to just 8-16 GB, but for more in-depth "leave it on overnight or while I'm away on a ski trip" type of work, I'll give it the full ~100 GB. A full set of 6-man Syzygy tablebases should also be used, ideally on an SSD. Yes, it is amazing how well humans do with a minimal "search depth". I suppose we have a highly advanced "evaluation function", but the days when human vs computer was in any way entertaining are long gone (though it is still fun to beat the crap out of the lousy programs you find on in-flight entertainment systems). The DeepMind approach is interesting, basically seeking to develop a highly advanced AI-based evaluation function. It is hard to assess empirically how effective it is, since the testing so far has been done with it having a huge processing advantage over its more traditional computer opponent. The fact that it runs on fundamentally different hardware makes a fair comparison difficult, even if they were attempting to make one. It's worth noting the perhaps surprising fact that in the rise in strength of chess engines over the last 20 years, software improvements have been a greater factor than increases in processing power. That is, e.g., 2018 software at 2004 speeds will beat 2004 software at 2018 speeds. (At least I assume so, but the last time I recall a test of that type being made, it wasn't even close. And yes, my choice of 2004 is not random, as Fruit's implementation of LMR came in 2005, changing everything.) If you are seriously interested in chess programming, then this is a good source of info. Just to illustrate what I said about computer analysis being taken with a pinch of salt, I have attached a handful of my own games with automated analysis (zipped PGN file, readable by most chess software). As you can see, it throws around a lot of question marks - some justified, some much less so. Moves that reverse the assessment (or change it from "winning" to "not winning") are important to note and learn from - ones that change it from "completely lost" to "even more completely lost" less so. miscgame.zip
  24. How to form a plan in chess?

    Obviously a fair degree of simplification is needed, but the most critical difference is: Middlegame: king safety is paramount Endgame: king activity is more important (though be very careful when queens and rooks are about!) and the primary struggle revolves around promoting pawns Computer evaluation functions are extremely sophisticated nowadays: multi-faceted with a lot of tuning and testing put into them. Check out the Stockfish logs if you want to see further information. But generally speaking their evaluations are pretty reliable, even in position-types where until relatively recently they tended to be clueless.
  25. What's new?

    Eternal Doom Episode 2 came out in 1996.