emailking
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Everything posted by emailking
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I have the exact same set of problems you have (pause when music loops and -nomusic disables all sound). I've spent so much time trying to diagnose the problem and have no solution. Would be wonderfully wonderful if anyone out there has an idea. I also have vista. http://sourceforge.net/tracker/?func=detail&aid=2794142&group_id=148658&atid=772943 http://www.doomworld.com/vb/showthread.php?s=&postid=795004#post795004 http://www.doomworld.com/vb/showthread.php?s=&postid=794956#post794956 One can imagine the issue is with sdl_mixer but it's impossible to know for sure, because if you go back far enough in the port versions for the problem disappear (which it does if you go back far enough), you have to downgrade your sdl_mixer to get it interface with prboom/+. Setting process_affinity_mask = 0 in the config makes the hang noticeably better for me, but it's still there.
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Compet-n discussion [split from sticky]
emailking replied to ocelot's topic in Speed Demo Submissions
MM, MM2, HR, Requiem, and Classic Episode were added after a vote. Anyone who wanted to could vote. AV was added later. That may have been an executive decision though, I don't remember. -
It's not unfair for something like this where only source ports can be used. It would be unfair to current compet-n record holders if source ports are ever allowed for compet-n, since the game itself has no monster counter.
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Completeness trumps time as I see it. I don't know that this has ever been discussed or clarified. I would say it's not a valid max. Even if it's an accident, it's still a result of the players actions. A death could be an accident, but the demo is still over.
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[deleted]
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This exists. Turn off "smart totals" under Options -> Settings -> Staus Bar / HUD
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This definition from Adam is almost complete, except it implies that spawned monsters need to be killed. Spawned monsters or resurrected monsters that were once spawned do not need to be killed. At least, via the accepted "definition" that everyone implicitly uses.
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All my information is found in the comments in this thread: http://sourceforge.net/tracker/index.php?func=detail&aid=2794142&group_id=148658&atid=772943
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If I do -nomusic I get neither music or game sound of any kind, and that includes on just the normal iwad with no pwad loaded. Is that the right behavior?
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I just did a separate unzipping of the official 2502 in a new directory. All I added were doom2.wad, longdays.wad, and my glboom+ config. Same issue. I even tried both 0 and 1 for process affinity mask. Same issue. :(
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Yes they're all there. I just went and got the latest test version and overwrote them all just to be sure. I tried prboom-plus too and it's the same thing. What's particularly confusing is that it's not just the music, it's all sound is just gone (like shooting & monster sounds too) when you're on the level. But as soon as I idclvev to map02, all sound is there, both music and other sounds.
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I get no sound of any kind (either music or sound) on the level in question, map01. The other maps have sound/music as normal. Is this expected? The text file says there is music included. I'm using glboom+.
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Either run using plutonia as a pwad from doom95, or you can still run with your final doom setup with prboom as long as you add -complevel 2 to the command line.
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IDDT may be useful for practice but Adam disallowed a pn08 (for Compet-N record purposes) by Henning in which he admitted to using IDDT.
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I think I may remember somebody claiming to get to the blue key. Never saw a demo. I thought the consensus on this one was that the ending in and of itself is practically impossible. But it's the same reasoning why e3m1/4 was thought to be impossible. And if pa07 can be done who knows what tricks there could be. Still I think pa02 probably has more hope unassisted, even if not much.
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Community Chest Series Demos [-complevel 9]
emailking replied to The Green Herring's topic in Speed Demo Submissions
Yes, there is a patch for the wad from The Green Herring. http://disasterlabs.com/thegreenherring/temp/cc2_m24f.zip -
Community Chest Series Demos [-complevel 9]
emailking replied to The Green Herring's topic in Speed Demo Submissions
It's possible now. A patch has been released. -
Miscellaneous demos (part 1) [please post in part 3 instead]
emailking replied to Grazza's topic in Speed Demo Submissions
Any interest in doing map 24? :) That's my favorite map from that wad. There's still no max demo due to the switch bug, but there's been a patch for a while now. -
Compet-N: incoming and discussion, part 1 [please post in part 2 instead]
emailking replied to Grazza's topic in Speed Demo Submissions
Never_Again, I watched the demo. Awesome. Thank you for doing that. I have a question. Were you trying to kill all lost souls? It seemed like it and the text file makes it sound like you had it as a goal. If so, why? -
Compet-N: incoming and discussion, part 1 [please post in part 2 instead]
emailking replied to Grazza's topic in Speed Demo Submissions
Oh my goodness! I can't wait to get home to watch this!! Ahh, I can't possibly finish before AI comes on. I'll have to take a break. :) -
Compet-N: incoming and discussion, part 1 [please post in part 2 instead]
emailking replied to Grazza's topic in Speed Demo Submissions
I cannot view pt252725 or pt133504. It says it's not a valid archive when I go to unzip. pt163232 worked fine. -
Community Chest Series Demos [-complevel 9]
emailking replied to The Green Herring's topic in Speed Demo Submissions
But you have to add spawned monsters to this (and revived spawned monsters), as they're very much reachable. And even for something like plutonia 27...do you have to kill the gunner once because it's possible to kill it? Do you have to kill him twice to get 100% kills since it is possible to get 100% kills? Or do you not have to kill it at all since you can't get out of the level with it dead? I don't really care about that (I think most demos kill it twice to get to 100% if not achieved another way). I think we all know basically what max is. You just need a lot of little clauses to define it precisely. As for the lost soul thing...I always thought the reason the original engines stopped counting them in the Kill %...was that they realized the number of lost souls is variable once they introduced the PE (which may have only been in the planning at that point). But from what Myk said, it occurs to me that it may be because they realized the lost souls could get stuck in the wall and become unreachable. After all, they count revived monsters in the kill %. Just a random musing. I think ideally they should continue not to be counted, but I guess Zdoom makes it harder to determine this without additional analysis. I guess that is Myk's point? -
Community Chest Series Demos [-complevel 9]
emailking replied to The Green Herring's topic in Speed Demo Submissions
The Compet-N "rule" is not sufficient to define what max is currently. First of all, if you take it literally, then maps like Plutonia 27 and HR 26 do not allow a max run to be completed. Yet we have accepted max runs for these maps. No map with a monster spawner would be possible unless you could end the level before anything spawned. So yes, there defintiely have to be accepted rules that are map based if all maps are to have a possible max run. Moreover, even though it reads that everything must be killed at least once, it has come to be anyway that revived monsters must be killed. That rule used to say 100% kills were but you had to kill the cyberdemon in map29, apparently to disallow using an arch-vile revival to get out of killing the cyberdemon. But it doesn't read that way anymore. Since all demos are accepted here and compet-n is functionally dead, I suppose it is subjective. One issue with requiring lost souls to be killed is that there may be some stuck in the walls, which kills the run. But I'm guessing Zdoom may prevent this. So perhaps not. -
Community Chest Series Demos [-complevel 9]
emailking replied to The Green Herring's topic in Speed Demo Submissions
Yes, yes, no. Accepted standards are that all resurrected monsters must be dead by the end of the level (unless originally spawned by a monster spawner), and there are no requirements to kill any lost souls regardless of origin. -
Community Chest Series Demos [-complevel 9]
emailking replied to The Green Herring's topic in Speed Demo Submissions
I'm still hoping somebody does CC2 map 24 now that there is a fix for the broken switch...