Miscellaneous demos (part 2) [please post in part 3 instead]

Something interesting I found in my demo folder: ten uv-maxes for Ultimate Simplicity recorded with ZDoom 2.1.7 on 26-27 April 2011. I think I decided to use such an outdated engine because I thought that this wad is not fully compatible with ZDoom 2.5.0. IIRC, later it turned out that I was wrong... Or maybe not, I don't remember...

1      Aegis Power Plant         1:45

10     Power Core                6:11 
11     Refinery                  3:19
12     Courtyard of Ruin         4:06
13     Abandoned Mine Shaft      2:52
14     The Wastelands            5:10

X01    Delirium                  1:18
X02    Aegis Power Plant         1:26
X03    Waste Processing          2:03
X07    Twisted Way               2:29  

sp_usimp-uvmax[10maps].zip

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So I have a 1:14 Tyson for teeth.wad Map32 and I've done this twice now, both desync with PRBoom-plus/GLBoon-plus. I am still going to upload them when I'm done, but any reason they desync for this map?

Edit: Was there ever a naming template for the Master Levels?

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Altima said:

So I have a 1:14 Tyson for teeth.wad Map32 and I've done this twice now, both desync with PRBoom-plus/GLBoon-plus. I am still going to upload them when I'm done, but any reason they desync for this map?

Edit: Was there ever a naming template for the Master Levels?

The REJECT lump for that map is too short. The behaviour is emulated OK and tends to lead to a desync if not emulated. Reject overflow emulation should be turned on - there is no reason to turn it off (other than to play back demos that were recorded with Prboom before the problems was understood). Actually, I'm a little puzzled how you have "achieved" a desync. Did you record with Doom2.exe and then play back without emulation, or using an ancient version before this feature was added?

As for a naming convention, there are too few demos on the Master Levels for any consistent naming convention to emerge or be devised, but here is the naming I included in my autoloading patterns (first four characters, with the remaining four to be used for category and time in standard fashion):

attack (Master Levels): attk
blacktwr (Master Levels): btwr
bloodsea (Master Levels): (none)
canyon (Master Levels): cany
catwalk (Master Levels): (none)
combine (Master Levels): (none)
fistula (Master Levels): (none)
garrison (Master Levels): garr
geryon (Master Levels): gery
manor (Master Levels): mano
mephisto (Master Levels): meph
minos (Master Levels): mino
nessus (Master Levels): ness
paradox (Master Levels): para
subspace (Master Levels): subs
subterra (Master Levels): subt
teeth (Master Levels): (none)
ttrap (Master Levels): trap
vesperas (Master Levels): vesp
virgil (Master Levels): virg

For the ones listed "none" (where there were only ad-hoc named demos when I made the patterns), feel free to devise your own non-clashing four character code. For teeth, you'd need two or three characters to allow for the fact that there are two levels.

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Grazza said:

The REJECT lump for that map is too short. The behaviour is emulated OK and tends to lead to a desync if not emulated. Reject overflow emulation should be turned on - there is no reason to turn it off (other than to play back demos that were recorded with Prboom before the problems was understood). Actually, I'm a little puzzled how you have "achieved" a desync. Did you record with Doom2.exe and then play back without emulation, or using an ancient version before this feature was added?


Recorded it in doom2.exe v1.9, played it back in GLBoom+ v2.5.1.3 and it would desync. I finally got one where it didn't desync in GLBoom+ for the purposes of my YouTube channel, but it's annoying having to get 1:14 three times to have something that didn't desync in GLBoom+. The irony behind it all is that it would still playback correctly in doom2.exe v1.9.

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Please upload the problem demos so this can be investigated.

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Grazza said:

Please upload the problem demos so this can be investigated.


As soon as I'm unlazy, I think I only kept one of the desyncs, but either way I have one to be checked out. If you want I can keep playing and try to make another =3

Edit: You have got to be goddamn shitting me. I play it back tonight and it's playing right? I'm going to look and make sure it's the right one.

Editedit: Seems to be playing fine now, but I did switch up from 2.5.0.3 to 2.5.1.3 since then, so maybe it was only on an older version? I'll investigate some more and see if I can replicate it or figure out if it was due to an older version... really fucking strange. Anyway, should be uploading them soon as an actual, but I'll upload the original trouble demo as well in case it gives anyone else problems too.

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^Nice. :)

Cleimos 2
MAP18 Pacifist in 0:18
Abusing mapping errors. :) All "locked" doors can be opened without the keys, so you can ignore that shitty maze and play only fun parts of the map. :)

cl18p018.zip

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Seriously?! You're going to pull THAT off and not say a word?

Just...WOW! I can't believe how many times you got insanely lucky in that demo.

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Andy Olivera said:

Seriously?! You're going to pull THAT off and not say a word?

Just...WOW! I can't believe how many times you got insanely lucky in that demo.


Haha, I'm not too talkative. Your demo really helped btw.

Oh, and now that there's lost stuff retrieving going on, can a certain special someone post this and this demo? I recall them being cool and stuff so they should be at dsda.

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lols @ DRM's comment in the second link: "its too pretty you fuckin sellout"

I don't have those demos but I have some old ones from ggg's early maps from last decade. Do you still have all your old maps and demos GGGMORK? You damn well better. That shit deserves better than a bunch of dead links. :) I'm gonna go through his whole posting history and make a list of his maps one day.

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So, when my birthday came, valkiriforce made me a birthday map, which I had lost long ago. Yesterday, I asked him to send me it again and here is my appreciation for it!

1ntru UV-Max in 4:35

1ntru435.zip

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Philnemba said:

... and skip e1m9 cause it doesn't have monsters to kill

Hmmm, I thought that for UV-Max Movie you need to visit all maps. No?

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