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Certain Source Ports of Doom give advantages on speedruns?


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Ok, so... It's my first time creating an account here, i just created to talk about this (I'm sorry if there are typos, I'm Brazilian, i don't even know if that's the correct topic here)

(Also please note that i'm new to speedrunning)

 

First off, I don't know if Chocolate Doom is allowed in speedruns, but I've been told yes, so I can assume it's allowed.

 

I was speedrunning The Ultimate Doom using DSDA-Doom, but i decided to switch to chocolate doom. And after playing in E2M6 and doing the void glide glitch, I realized that it's much easier to do this in Chocolate Doom, I'm not kidding.

 

In DSDA-Doom it takes me about 40 seconds (even worse) to do the void glide glitch, in Chocolate Doom it takes me about 20 seconds.

 

Here's what I'm trying to say: 

 

 

 

That's not the only suspicion I have. On the Nuts.wad map, I was trying to do the All-Ghosts glitch. (better explanation on decino's channel:


In Chocolate Doom it's much easier, and in DSDA-Doom I can't even do it. Maybe it's something with the complevel? I really don't know.

 

That's basically it, my suspicion is that since the game is old, it is not made to play with high fps, and chocolate doom has a cap of 35 fps. (For those of you who don't know, high fps can mess up the game, especially older games. See for yourself a gta san andreas gameplay with 1000fps.)

 

but i could be wrong, i just want an answer to this all.

 

Edit: I also tried Crispy Doom, it's much easier too.

 

Edited by BhopCyber

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7 minutes ago, Maribo said:

A fresh install of DSDA-Doom will default compatibility to MBF21 unless you launch with a specified -complevel, so unless you did so or changed the default complevel in the settings and restarted, then yes, it is literally impossible to trigger all-ghosts because it only happens in vanilla complevels (2, 3 and 4).

 

In DSDA-Doom, all frame rates higher than 35 are interpolated, the game is not actually running faster than the original 35 tics. If this were the case then there would be numerous issues with ensuring demo compatibility playback, because people play this game at all kinds of different frame rates (variables of 35, 60, 120, 144, 200, 300+, uncapped, etc).

 

As for the void glide - feel between ports is different for many things. Really doubt there's anything going on with collision code differences or else we'd, again, have massive problems with demos syncing.

Thanks for solving my problem!

And discard what I said about FPS. Well, now that you mentioned about the demos, i'm thinking more now, maybe i've set it up wrong thus making DSDA-Doom more difficult? I don't know, but it helped a lot!

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13 hours ago, BhopCyber said:

Thanks for solving my problem!

And discard what I said about FPS. Well, now that you mentioned about the demos, i'm thinking more now, maybe i've set it up wrong thus making DSDA-Doom more difficult? I don't know, but it helped a lot!

To add to Maribo's comment, the void glide will also be affected by complevel, 21 (the default) should make it much harder. You'll want to pass -complevel 3 for Doom 1.

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Also, I believe DSDA fresh out of the box doesn't run with -shorttics and with fractional tics enabled (any directional angle number, including tiny decimals), which may be why you could perform that glide easier in chocolate-doom (any whole numbers from 0-255). 

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