entryway Posted May 9, 2006 I have found trick on "Phobia - The Age" and has finished the second level in "few" seconds. Sorry for the crappy demo, but there is no sense to make it clearly for (G)Zdoom. map02 @ Phobia - The Age Recorded with GZDoom 1.0.04 0 Share this post Link to post
entryway Posted May 9, 2006 map02 @ Phobia - The Age Recorded with GZDoom 1.0.06 0 Share this post Link to post
Grazza Posted May 13, 2006 I probably spent a lot longer on this one than I should have done, but in the end I achieved my target time: The Keep by Kurt Dillard, UV Pacifist in 0:07. 0 Share this post Link to post
Grazza Posted May 13, 2006 Not right now, thanks. :p I forgot to mention that the wad is the same as the one used for this demo, so you can update that page with the author's name if you like. Both demos play back with either version of the wad (the one Jason Henry included had only a music change). 0 Share this post Link to post
Schneelocke Posted May 13, 2006 Opulent said:Go for 0.06! :) 0.06, or 0:06? ;) 0 Share this post Link to post
Grazza Posted May 16, 2006 Another short demo on a map by AReyeP. The route is based on, and assisted by, monster cooperation. "The Base" by AReyeP, UV Pacifist in 0:23. All the monsters behaved perfectly until near the very end. The lost second due to that is annoying, but given that my next best was 0:27, I decided to call it a day at this. 0 Share this post Link to post
Grazza Posted May 16, 2006 I noticed something odd in my aforementioned 0:27 on "The Base", so I have included it in the zip (reuploaded) as an egg demo. Specifically, a baron scratches me but I take no damage (just after I teleport back with the red key). Perhaps it is a similar thing to Anima's GlitchRocket on Extremal E2M6, even though it is not an explosion in this case. 0 Share this post Link to post
RjY Posted May 17, 2006 Grazza said:a baron scratches me but I take no damageThis is what happens:Baron goes into its firing sequence; turns to face target (you, the player)Baron continues going through attack sequence; turns to face target againLost soul behind baron hits it, doesn't cause it pain or interrupt its firing sequence, but does cause it to change targetBaron reaches end of firing sequence; scratches target (the lost soul) but doesn't turn to face target againThat is, the baron hasn't attacked the player at all, it's attacked the lost soul behind it. The interesting part is that it doesn't turn round at the instant of attack (when it makes the scratch sound). It turns out that barons - and hellknights, they both call the same code pointer, A_BruisAttack - appear to be the only monsters which don't turn to face their target on the instant that they attack. The call to A_FaceTarget is omitted from A_BruisAttack in what I can only assume is an oversight by Doom's authors. Incidentally, if you put the A_FaceTarget call into A_BruisAttack and play the demo, the baron happily spins round on the spot and smacks the lost soul behind it. The change doesn't affect demo sync, at least in this case. 0 Share this post Link to post
Grazza Posted May 17, 2006 Thanks for the analysis. My impression from watching with walkcam/slomo was that the LS attacked just after the baron's scratch, but I hadn't worked out the exact distances, etc. Interesting: I've certainly seen Barons/Knights firing "out of their back", but never noticed them scratching in that way. 0 Share this post Link to post
entryway Posted May 17, 2006 RjY said:Incidentally, if you put the A_FaceTarget call into A_BruisAttack and play the demo, the baron happily spins round on the spot and smacks the lost soul behind it. The change doesn't affect demo sync, at least in this case. It will affect sync only if attacked target is a spectre. Only in this case P_Random() is called. 0 Share this post Link to post
RjY Posted May 21, 2006 Doom Advent Calendar 2005 stuff I've had sitting around for months: dac11 in 2:15 (doom2 complevel, prboom 226) dac12 in 3:40 (boom complevel, prboom 23x, plays in 226/241) dac17 in 3:39 (doomu complevel, prboom 23x, plays in 226/241) Note: the last two might count as tool-assisted as I made them with my hacked up version of PrBoom 2.3 that isn't available for download anywhere. I personally don't consider them cheated but it's not up to me to decide! 0 Share this post Link to post
myk Posted May 21, 2006 RjY said: Note: the last two might count as tool-assisted as I made them with my hacked up version of PrBoom 2.3 that isn't available for download anywhere. I personally don't consider them cheated but it's not up to me to decide! What does it do? 0 Share this post Link to post
Anima Zero Posted May 24, 2006 Did several demos for "A Monster Too Many", which can be found here: http://www.doomworld.com/idgames/index.php?id=14365 Demos recorded for this level: UV-Speed+Pacifist in 0:32 UV-Speed+Pacifist "Natural Route" run in 0:44 NM-Speed+Pacifist in 0:30 UV-Max in 3:06 UV-fast in 2:48 Sending the demos to Ops now. 0 Share this post Link to post
Opulent Posted May 25, 2006 Anima: http://www.doomworld.com/sda/dwdemo/amtmdemos.zip 0 Share this post Link to post
Donce Posted June 5, 2006 Hi, so I sat down and thought, "hey it's a high time to play some doom at last probably". And I did, at last. Played two Zdoom maps and after that came up with this 1994 map, which is quite good for its era methinks. After playing it through, my nightmare detector played an alarm, saying that this should be beatable in NM, and quite easily, in spite of all those monsters. And that turned out to be the case, since relatively quickly I came up with this demo, which I think I wasn't supposed to, keeping in mind this long no-dooming interval, rustiness and stuff. 0 Share this post Link to post
Gusta Posted June 5, 2006 Nice :) Btw. I got a quicky demo for Europa 3 (eaeuro03.wad by Erik Alm) - UV Speed in 0:28, will be sent to Doug. 0 Share this post Link to post
Grazza Posted June 6, 2006 Everyone loves bug demos, don't they? Well here's one: "The Base" by AReyeP, featuring an intercepts overflow. The demo is here. The overflow occurs at 0:11.62, and causes a crash if the demo is played in Doom.exe (so Prboom-plus is the only current exe that will play this demo to the end). It would be interesting to know exactly what triggers the overflow here, and why it makes Doom.exe crash (or if this is system-dependent). The zip also includes a demo showing what I was trying to do at the time, but so far I haven't even equalled my pacifist time with this method. 0 Share this post Link to post
Opulent Posted June 7, 2006 Gusta said:Nice :) Btw. I got a quicky demo for Europa 3 (eaeuro03.wad by Erik Alm) - UV Speed in 0:28, will be sent to Doug. http://www.doomworld.com/sda/dwdemo/eur3-028.zip 0 Share this post Link to post
entryway Posted June 7, 2006 Grazza said:The overflow occurs at 0:11.62, and causes a crash if the demo is played in Doom.exe (so Prboom-plus is the only current exe that will play this demo to the end). It would be interesting to know exactly what triggers the overflow here, and why it makes Doom.exe crash (or if this is system-dependent).Because in vanilla it overwrites memory which contains not only simple variables, but also pointers (activeplats for example) It will cause a crash with a high probability. By the way, this overflow practically always leads to noclip effect because it overwrites blockmap width and height variables (see intercepts_overrun_t overrun array in void InterceptsOverrun(...) function) 0 Share this post Link to post
Grazza Posted June 7, 2006 Oh, so when people are playing with Doom(2).exe, the normal result is just an unexplained crash and, if one is recording, that no demo is recorded at all. BTW, my "dream" idea in this is to find a way to trigger the overflow deliberately, and use it on E1M8 (you'd just run straight to the death room once the all-ghosts effect was triggered). It puts a bit of a dampener on things if more often than not the game will just crash instead. Given that a crash is a standard result, I wonder if it would make sense to extend this limit in Doom-plus. OK, in principle it breaks demo compatibility, but I only know of one single demo where the overflow has been used in order to exit a level. I don't know; how does one weigh avoiding crashes vs a chance of an effect that is useful only in highly exceptional cases? 0 Share this post Link to post
Opulent Posted June 8, 2006 I'd say it should be fixed. It is a bug. If someone wants it, they can play the real game. let me put it this way, it is annoying to crash DOOM two hours into a demo. :) but that is just my 2c 0 Share this post Link to post
entryway Posted June 8, 2006 AFAIK, it's very difficult to exceed the original limit with correct algorithm. Of course, it can be fixed, but it will not be "removal of a limit" 0 Share this post Link to post
Grazza Posted June 8, 2006 Does it get into some sort of repeating loop, so no increased limit, however large, would be adequate? I'm aware from cph's article that problems with the algorithms are the reason why the 128 limit sometimes proves insufficient. However, I didn't get a clear sense of whether it just leads to many more "intercepts" than are necessary (and so an increase to 1024 could solve most problems), or if it completely blows up. Opulent: Yes, I dare say that one on the HR ep1 demo must have been especially annoying. 0 Share this post Link to post
Opulent Posted June 9, 2006 Grazza said:Opulent: Yes, I dare say that one on the HR ep1 demo must have been especially annoying. not to overmake the point, but it has happened to me on Map11 many times. :) 0 Share this post Link to post
ultdoomer Posted June 10, 2006 What determines if an intercepts overflow causes the noclip bug to occur or if it causes a crash? I thought it always led to the noclip bug, but now I'm hearing otherwise. 0 Share this post Link to post
TimeOfDeath Posted June 17, 2006 sloth3g MAP03, UV Speed in 1:59 (ZDoom 2.0.63a) 0 Share this post Link to post
Schneelocke Posted June 17, 2006 TimeOfDeath said:sloth3g MAP03, UV Speed in 1:59 (ZDoom 2.0.63a) It'd be great if you could include text files with your demos - thanks. :) 0 Share this post Link to post
TimeOfDeath Posted June 18, 2006 Oops, sorry about that. Thanks for the heads up. :) 0 Share this post Link to post
Schneelocke Posted June 18, 2006 TimeOfDeath said:Oops, sorry about that. Thanks for the heads up. :) No problem. :) It just makes it so much easier to find out who did a demo and which WAD it was for and so on when you find it again on your HD five years later... ;) 0 Share this post Link to post