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Haste Done Hastily [Haste Collaborative Segmented UV-Speed]


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I'm a fan of the Quake Done Quick series, so this is a real treat! How does the segmenting work? Does each player receive a keyframe from the previous player, or does each player run their level independently and then the demos are somehow stitched together at the end?

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Congrats again to everyone who ran for this. Really cool project/concept, and the end result turned out beautifully!

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37 minutes ago, Shepardus said:

I'm a fan of the Quake Done Quick series, so this is a real treat! How does the segmenting work? Does each player receive a keyframe from the previous player, or does each player run their level independently and then the demos are somehow stitched together at the end?

 

The first one - 4shock completed MAP01, then shared the demo and a keyframe file to the next runner and so forth.

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41 minutes ago, Shepardus said:

I'm a fan of the Quake Done Quick series, so this is a real treat! How does the segmenting work? Does each player receive a keyframe from the previous player, or does each player run their level independently and then the demos are somehow stitched together at the end?

It's the former. The first runner posts the demo, then the next one continues from it. Saving frames is not even really needed, you can simply use "-recordfromto" option and then join the demo on the intermission screen to get in control from that point on. So we couldn't work on runs independently, but had to pass the demo over for each next map. Basically it's like one continuous run, so the health and ammo are preserved between the maps and we had to account for that a few times (for example, map 09 end is quite rough and then map 10 is an avj and then map 11 also starts with avj, so the health margin was quite tight in that part, and you also don't want death exits).

Edited by Ravendesk

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Cool project! The first time I've seen this kind of demo for Doom. Good to see another wad that felt impossible to me totally humiliated.

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