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almostmatt1

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About almostmatt1

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  1. almostmatt1

    Eviternity demos [-complevel 11]

    Nice :) I'm not sure how difficult or helpful this would be in UV-Speed but it's possible to grab the yellow key a little earlier. It might possibly save a little bit of time if you felt like taking another swing at the map.
  2. almostmatt1

    TAS (tool-assisted) demos: part 2

    Fava Beans E1M9 No Monsters in 0:03.80 - f1b9ox380.zip
  3. almostmatt1

    The worst movie you seen

  4. almostmatt1

    TAS (tool-assisted) demos: part 2

    The Plutonia Experiment Map 11, using the intercepts overflow glitch Zero Master recently worked out :) Nightmare-Speed in 4.60 - pl11nx460.zip YouTube: No Monsters in 6.43 - pl11ox643.zip YouTube:
  5. almostmatt1

    TAS (tool-assisted) demos: part 2

    I'm sure that Zero Master wouldn't wish to hand over control of that channel, but even if I theoretically did take it over I'd probably want to re-upload all the TASes anyway. Many of the TAS demos are not 4K and as far as I'm aware none of them use the extended HUD, which seems to be generally preferred. Also I only want to upload TAS demos, and even though the DSDA channel rarely posts nowadays, it would be strange to suddenly upload hundreds of TAS demos and no non-TAS demos to a channel that traditionally posted non-TAS demos the overwhelming majority of the time. This way I can make sure everything is 4K, uses the extended hud, can be neatly organised into playlists by WAD and by player, and that the video description for each TAS is thorough. I'd like them all to include links to the WAD, links to download the demo file, and a copy of the text file submitted alongside the demo. I agree that some demos having several duplicates could be somewhat of an issue though. I'm not too worried about it because it means that hopefully there will be a high quality video available for everything and it will overall bring more viewership to Doom TASes, but my biggest concern is taking away viewership from the channels of the TASers. I'd guess that if anyone objected to me uploading their TASes that would be why, which is fair enough.
  6. almostmatt1

    TAS (tool-assisted) demos: part 2

    I have started a YouTube channel with the eventual goal to post a video of every TAS on DSDArchive. I'd imagine that if demos are publicly shared then the author would not mind me re-posting them, but if anyone for whatever reason wants me to NOT upload their demos, please let me know and I'll make a note to avoid them. The plan is to post all demos from a particular TASer at a time and work through the player list alphabetically, but I'll try to prioritise demos that are newly uploaded to DSDArchive so that they don't get lost. Here is the channel: https://www.youtube.com/channel/UCnOJXrNSVsxzN3xaRRFZbWQ I'm still getting some stuff set up and determining a half-decent workflow for this so there are only a handful of demos for now, and YouTube apparently enforces an upload limit for new channels for a while, so there's currently not much to see but it will certainly expand over time!
  7. almostmatt1

    TAS (tool-assisted) demos: part 2

    Ultimate Doom E2M6 No Monsters in 8.91 - e2m6ox891.zip YouTube:
  8. almostmatt1

    TAS (tool-assisted) demos: part 2

    The Ultimate Doom E1M1 UV-Speed in 7.69 (2 frame improvement) - e1m1x-769.zip UV-Speed Reality in 7.83 (1 frame improvement) - e1m1x-reality783.zip No Monsters in 7.77 (1 frame improvement) - e1m1ox777.zip
  9. almostmatt1

    Doom 2 in under 10 minutes [TAS]

    It's still a work in progress and there are more things I'd like to add and change, but for now it has a lot of visual differences and quality of life improvements. Information boxes for player movement, linedef tracking, sector tracking, thing tracking and other general info are now in more organised boxes that can be individually enabled or disabled if you'd rather have a less cluttered environment. The list of frames is considerably bigger so you can see many more inputs at once. The header editing window now has boxes you can tick and untick where relevant, whereas before you needed to type the number 1 or 0. Complevels can be selected with a dropdown box instead of typed, and you're warned if you choose a nonstandard one. There are some help windows on various screens. It has macro keys for MF50/MB50/SL50/SR50 inputs, since they're by far the most common. Plus a handful of other small things. The brute force range generator has been by far the most significant change for me though, it has automated a task I used to have to spend a lot of time working out and typing commands for manually. I'd love to share it eventually but it's not yet in a state where I'm happy enough with it to do so. It has mostly been a good project for me to work on while I've learned how to program, so I'm not in much of a rush to get it to what I consider to be a releasable state. In particular I want it to at least have MBF21 support, the ability to brute force linedef skips, and Min/Max brute force conditions before it leaves my computer. By that time, Kraflab will have very likely implemented good enough building features to DSDA-Doom to just about satisfy everyone's needs anyway. :)
  10. almostmatt1

    Doom 2 in under 10 minutes [TAS]

    https://tasvideos.org/7458S The tasvideos.org write-up for this demo is done. It's about 12,000 words, and covers a lot of basic fundamental stuff as well as individual map-by-map comments about a bunch of tricks. If anyone at all feels as though I haven't explained certain things well enough or gone into enough detail, please let me know and feel free to ask me any follow-up questions at all.
  11. almostmatt1

    Doom 2 in under 10 minutes [TAS]

    SR50 movement was used as much as possible throughout the demo, but I also took advantage of things like wallrunning, thingrunning and plenty of momentum preservation tricks very often throughout the demo which help a great deal in covering extra distance and keeping me speedy.
  12. almostmatt1

    Doom 2 in under 10 minutes [TAS]

    Thanks again for the very kind words, everyone! Honestly I've been a bit taken aback by the response to this demo, I'm very grateful that so many people have taken the time to watch it and leave comments. I agree that a breakdown would be good, so I'm writing a tasvideos.org submission text that at this point looks like it'll be between 12,000 & 18,000 words describing all of the tricks and breaking down the technical and routing considerations throughout the demo. It's probably 3/4 done, and I'll post it here when it's finished. Thank you Redneckerz! But I worry that I failed to be clear enough in my original post so I thought I should clarify, 19 hours is just how long I spent on it on the final day of working on it, I knew I was close so I decided to just devote one day to hammering it until it was done, but in total this took hundreds of hours over more than a year. For example, the last 6 seconds of map 2 took 4 days due to RNG problems with monster movement. I had map 20 completed, but went back and spent another 9 hours on it to save 7 frames, and that involved already having large sections of frames that I could directly copy over from my already completed map 20. I had map 25 completed up until the arch vile jump, but scrapped it and spent several days rebuilding because there was a single wallrun earlier in the map I could improve that saved 7 frames. Maps 29 and 30 on the final day took 15 hours, with the map 29 jump alone taking 6. Those numbers have stuck in my head, but every part of the demo was that much of a horrendously inefficient use of my time an optimisation effort.
  13. almostmatt1

    Doom 2 in under 10 minutes [TAS]

    Thank you so much for the kind words, everyone! I'm glad that it appears to be enjoyable :) I love having the opportunity to share some stuff about Doom TASing, so absolutely nothing to be sorry for. :) 100% of this demo was built from scratch using XDRE, so for each of the 22641 frames making up the demo, every single input needed to be manually entered. No part of the demo involved taking or recording a demo by regularly playing and then editing that, everything was completely built starting from nothing, input-by-input, frame-by-frame. I could (and did) view other demos for ideas for what to generally do, but that was it - just looking at them for general ideas, not editing them or copying frames from them. Brute forcing is only used to determine inputs for about 1-3 frames at a time for the purposes of instant glides, .000000 tricks, optimising diagonal wallruns at times, etc (basically just really precise stuff, if you don't know what those things mean). It unfortunately can't be used to automatically create a section of demo of any significant length, it is just used for things that are virtually instant. TASing CAN be done by simply playing with slow motion and rewinding/re-recording segments and there are some players that get great results this way, but that's not what this demo does.
  14. After hundreds of hours of work over roughly 14 months, I could not be more happy to have this finally done! This is the first completed UV-Speed TAS demo of Doom 2 in 16 years, the last one being the 14:02 demo by RamboBones from 2006. Zero-Masters 12:44 Nightmare D2All from 2018 of course does exist and showcases many of the new tricks found since then, but this demo includes even a few not included in ZM's TAS. Considering to the magnitude of the improvement over the previous TASes, the amount of time since the last completed UV-Speed TAS, the fact that it's sub-10, and frankly the sheer amount of time and effort this took, I hope no-one minds me making a thread for this. :-) This is a fully built Tool-Assisted demo, all inputs for each frame was entered manually in XDRE. This is faster than: - The previous UV-Speed TAS by 4:20 - The fastest NM-Speed TAS by 3:02 - The human UV-Speed record by 7:46 (I must emphasise TAS and non-TAS are very different runs, just a fun comparison!) - Even the UV-Speed turbo demo by 0:22 :) Huge thanks to @ZeroMaster010 for brute forcing the map 08 void glide for me, and for helping with all kinds of other stuff - I'd have been even more lost at a lot of points without your insight! Thanks also to @vita, @Looper & @xepop, whose various unfinished tas runs were a great resource to study and helped a LOT with building the first 1/2 to 2/3 of the demo. Many other people helped me with various questions over time on Discord, so very big thanks to all that did! 30uvx942.zip Edit: I should mention that it was 4:30 in the morning after 19 hours straight of working on this when I worked on most of the text file, sorry in advance if there's a bunch of typos and general illiteracy :) Edit 2: I've written a large tasvideos.org submission that covers a lot of technical stuff. The map-by-map comments try to emphasise the tricks themselves, instead of very repetitively explaining "here's a wallrun, and here is also a wallrun, and here is also a wallrun, and here is a wallrun, and..." a couple of hundred times. Honestly it's hard to know how much detail to have gone into, in order to give it enough detail without being excessive (might have failed at that second bit...). Several parts were also written specifically for an audience not as savvy with Doom, so I cover quite basic things like wallrunning and diagonal running. If you feel I haven't done a good enough job at explaining some of this stuff, please let me know, I am happy to answer any question at all and go into more detail about anything at all. Write-up found here: https://tasvideos.org/7458S
  15. almostmatt1

    TAS (tool-assisted) demos: part 2

    Ultimate Doom E1M8 UV-Speed in 14.06 - e1m8x1406.zip Alright, I'm probably done now. Probably.
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