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MatrixCL

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About MatrixCL

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  1. Oh my, how did I miss that? I think I will redo it. It's actually the first episode that I had put a 'done' stamp on. My only tool has been DSDA-Doom and I wouldn't know how to change a demo halfway with that and leaving the rest intact. Ammo is abundant, so I think the RNG would be the only issue. I might be able to fix that with XDRE, we'll see. Thanks for pointing it out!
  2. Valiant, UV Max, all five episodes. I've done the whole thing again. Actually I shouldn't have posted the first runs, but I was just too excited at the time to have figured out how to use the tools. Those first submissions took me a few days to create. This took me...more than a year! (Though with a break of several months.) Some maps I replayed over and over, because I continuously discover an error or find a slightly better strategy on earlier maps. It will never be perfect, but now I've reached a point where I can be proud of the result. I have many hobbies and don't want to devote the time to train and become a competitive speedrunner. Not sure if I even have the skill. But my admiration for Valiant is deep, UV Max is the only speedrun category I truly care about, so if this was to be my Doom legacy, it better be good. For me it's a treat to watch this, if I may say so myself, but I hope you'll enjoy it as well! All five runs are in this YouTube playlist. vae1-1405.zip vae2-2105.zip vae3-3132.zip vae4-2530.zip vae5-2756.zip
  3. MatrixCL

    dsda-doom source port [v0.24.3]

    I tried that too. But actually I might have an older version of DSDA, so I might've posted this too early. Edit: Yea sorry, my mistake. I was still on version 0.19.7.
  4. MatrixCL

    dsda-doom source port [v0.24.3]

    The parameter -consoleplayer doesn't seem to work, or I'm doing something wrong. I'm trying to see the perspective of the second player in a co-op demo with "-playdemo <filename>.lmp -consoleplayer 2", but still see the first player's perspective. Luckily F12 still works though. https://github.com/kraflab/dsda-doom/blob/master/prboom2/src/g_game.c#L4022
  5. Ultimate Doom E1M5 NoMo in 0:35.69 The first demo I built entirely with XDRE. Found a shortcut thanks to that barrel down there. :) e1m5o035.zip
  6. MatrixCL

    How to use XDRE

    Alright, thanks for the clarifications. :) I guess SR50 on turns is optional then.
  7. MatrixCL

    How to use XDRE

    Thanks for the clear and elaborate guide! :) Got two questions: It's not possible for a normal player to turn during SR50. Should we therefore also limit the strafing speed to 40 when rotating/turning on the same tic (otherwise it'd be a turbo run), or does that not apply in TAS runs? How do you start a co-op run from scratch?
  8. Valiant - UV Max Episode 3 - 40:18 Episode 4 - 28:53 Episode 5 - 33:24 This was fun! :D I've been grinding this wonderful WAD for so long, basically to conclude that I'm simply not skilled enough to get the results I wanted. But now I have that result, in a way. I would've preferred to do D2all, but reloading a save can take painfully long at the end of an episode. Besides, with TAS, D2all is nothing more than a concatenation of these episodes anyway. (Except that the RNG doesn't get reset.) vae3-4018.zip vae4-2853.zip vae5-3324.zip
  9. Yes, I noticed. You can remove it. It's not TAS in any case. In fact it's a better run than what I submitted some time ago, but not so much that it was worth submitting.
  10. Apologies! I included the wrong demo. Hereby corrected. vae2-2458.zip
  11. First time that I commit a TAS run, so do tell me if this is not the way it's supposed to be done. I mostly copied the routes of the UV max records on IL's, adapted where the extra ammo allowed shortcuts, played at 25% game speed, and redid whatever part didn't go right (i.e. -recordfromto...a lot). Valiant episode 1 UV Max in 16:46. (actual WR is 24:57) Valiant episode 2 UV Max in 24:58. (actual WR is 39:28) All level times are faster than the records on the levels individually. vae1-1646.zip vae2-2458.zip Edit: the correct zip file for episode 2 is on the first post of the next page.
  12. MatrixCL

    dsda-doom source port [v0.24.3]

    I understand it's a matter of priority, and yes, it does add extra maintenance as well. It's just that, like maxmanium said: there is no decent conservative source port that offers multiplayer. That's why I was asking. But okay, good to know it's not coming any time soon. I didn't know about woof yet! But I get the impression they might have it sooner than DSDA. Anyway, I'll try and stay up to date with that project as well.
  13. MatrixCL

    dsda-doom source port [v0.24.3]

    Are there any plans to fix the multiplayer on this port? Me and a friend would be interested in doing some coop runs, and we're probably not the only ones. Would also be interesting to see some of the doom gods playing together... :)
  14. MatrixCL

    Why do you all have bobbing on?

    Been thinking about this. If almost everyone wants bobbing on, even though it gives (minor) aiming hindrance, anyone who would watch my replays will think "Ugh, he turned off bobbing... " The whole point of these speedruns, however, is not just for the time itself, but probably even more for all of us to admire how such a time has been achieved. In that sense, playing without bobbing only for the sake of performance kind of defeats the purpose. That tempts me to play with bobbing after all. So shouldn't bobbing be mandatory after all then?
  15. MatrixCL

    Why do you all have bobbing on?

    I assumed as such, because strict mode doesn't turn it back on. Or they didn't think of that option. But I don't really see how either way can give a (significant) advantage for speedruns. Perhaps on E1M1 Hangar we would prefer to be more strict, but I read now that complevel 2 already takes care of that anyway. Anyway, so it's mostly for the immersive effect. Makes sense. And I think I would keep it on if the off-centre weapon wasn't messing with my head. And still, first time I played without bobbing my reaction was "Cool, this is so pure! :D" And by the way, in GZDoom the weapon is centred when you shoot, also with bobbing on. (Not even sure if you can turn it off there.)
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