Grazza Posted June 5, 2007 There is also the acceleration setting within prboom-plus, something that isn't available in regular prboom. If you don't want that to come into play, then set it to zero. In general, prboom-plus has a lot of optional features - if you don't like them, you've no need to abandon the port - just go through the menus and nuke the things you don't want (or start off with a blank cfg and only enable the things you want, etc.). Personally, I have recently started using a degree of mouse acceleration, and this seems to help quite a lot with the "new-style" glides. I feel they are too important a feature of current speedrunning to have a set-up that makes them harder than they need to be. And feel very free to keep making "Eternal" posts in this thread. Just make sure "Eternal" and "non-Eternal" comments are in separate posts. I'll do the split once I am at home (right now I am using a free Internet access terminal in Singapore). 0 Quote Share this post Link to post
TimeOfDeath Posted June 6, 2007 Eternall MAP24 UV-Speed in 4:36 First and only exit. I don't want to try anymore. :) 0 Quote Share this post Link to post
TimeOfDeath Posted June 9, 2007 MAP27 UV-Speed in 0:53 Thanks for the split, Grazza. :) 0 Quote Share this post Link to post
TimeOfDeath Posted June 11, 2007 MAP08 UV-Speed in 2:00 Using the route in Eugene and Anima Zero's demos. 0 Quote Share this post Link to post
TimeOfDeath Posted June 16, 2007 MAP30 UV-Speed in 6:14 Using Eugene's route. This demo ends a few seconds prematurely in Chocolate Doom, when the door in front of the icon of sin raises after the keens die. The program just exits. Any idea why? It plays back fine in PrBoom-Plus and PrBoom. I also got a first exit on MAP26 in 7:48, but I want to try improving on that. 0 Quote Share this post Link to post
myk Posted June 17, 2007 TimeOfDeath said: This demo ends a few seconds prematurely in Chocolate Doom, when the door in front of the icon of sin raises after the keens die. The program just exits. Any idea why? It plays back fine in PrBoom-Plus and PrBoom. Beats me, as it runs fine all the way to the tally screen under both Doom2 and Chocolate Doom, on my system. Great running, by the way. The Chocolate Doom I'm using is dated January 14th, 2007. 0 Quote Share this post Link to post
Grazza Posted June 17, 2007 Yes, works fine in everything for me: Doom2.exe, Doom2-plus, Prboom-plus and Chocolate-Doom (using Eternal.wad created by updating from Eternal2) and in Chocolate-Doom using the "raw" eternall.wad with -merge, and also prboom-plus using that same eternall.wad. The copy of Chocolate-Doom I am using is dated 10-Feb-2007. 0 Quote Share this post Link to post
TimeOfDeath Posted June 17, 2007 Ok thanks guys. Good to know that it works fine as I was worried there. :) The Chocolate Doom I'm using is dated February 13th, 2006. I'm not sure why I didn't grab the newest version. 0 Quote Share this post Link to post
TimeOfDeath Posted June 20, 2007 MAP26 UV-Speed in 6:13 There were some slow parts and I'm not sure about the route, but I'll live with it. 0 Quote Share this post Link to post
TimeOfDeath Posted November 12, 2007 MAP32 UV-Speed in 2:57, also attached.et32-257.zip 0 Quote Share this post Link to post
VinceDSS Posted November 12, 2007 now I know where you spend your time instead of doing some stuff for plutonia2 :D great job nonetheless. 0 Quote Share this post Link to post
TimeOfDeath Posted November 13, 2007 MAP19 UV-Speed in 3:46 Sorry Vince, I wouldn't count on me for much help. :/ Edit: hcatta ot togrof, parC 0 Quote Share this post Link to post
abyrvalg Posted November 16, 2007 Eternal maps always looked too tangled for me, and you nail them so quick! Excellent, all of the demos :) 0 Quote Share this post Link to post
entryway Posted November 16, 2007 TimeOfDeath said:MAP12 UV-"Speed" in 10:48 I have noticed, you use strafe50 very often. What method do you use for straf50? Only keys, keys plus strafeon on mouse with dragging or maybe something else 0 Quote Share this post Link to post
TimeOfDeath Posted November 16, 2007 I use wasd for movement, left alt for strafeon (with my thumb), and drag the mouse. For weapons I use left shift for shotgun/ssg, Q for rockets, E for plasma, R for chaingun, and F for bfg (the other weapons with their default keys). I wanted to mention that because is it true that you can't change weapon keys in doom2.exe? 0 Quote Share this post Link to post
VinceDSS Posted November 17, 2007 TimeOfDeath said:I wanted to mention that because is it true that you can't change weapon keys in doom2.exe? correct, unless somebody makes a driver to remap keys... just like the intellimouse 4.12 driver does in win98. It allows to map keystrokes to mouse buttons which then work with doom2.exe/heretic.exe. 0 Quote Share this post Link to post
entryway Posted November 17, 2007 TimeOfDeath said:I use wasd for movement, left alt for strafeon (with my thumb), and drag the mouse. The same with mouse2 for strafeon TimeOfDeath said:I wanted to mention that because is it true that you can't change weapon keys in doom2.exe? You always can hack the EXE :) 0 Quote Share this post Link to post
VinceDSS Posted November 17, 2007 a on-the-fly patcher like vvheretic would probably work ? 0 Quote Share this post Link to post
TimeOfDeath Posted November 18, 2007 Ok thanks guys. So I assume these sorts of things are illegal in Compet-N? Also, I'm curious how many other players use a custom weapon config? And, if you use the default weapon config, how do you feel about players who use a custom weapon config? Sorry for all the questions, but I've just been curious about this stuff. :) In ZDaemon I just use Q and E for next weapon and previous weapon. If a custom weapon config is a problem, and/or if pretty much everybody uses the default keys, then I think I should learn the default way. Here's an improvement on MAP11 UV-Speed in 3:08 Is a rocket jump to the archvile platform possible? 0 Quote Share this post Link to post
myk Posted November 18, 2007 Not weapons, but I've swapped two keys in place on my keyboard due to DOOM, and permanently*; the Q key and the console key, so that Q won't exit when recording a demo, and I use that key as key_left & key_strafe, for sr50. I generally use Doom or Doom+ to play so I never thought of moving the weapons around*, and just leave the weapons in their default keys when using another engine (PrBoom, ZDaemon, or whatever). As for COMPET-N, I'm not sure if key swapping has been considered directly, but the rules section only mentions spinning TSRs (those that let you turn 180° with a key), which it allows. * Running the key changing program every time before and after playing would be a hassle that I'm sure I'd often forget to go over, since I can't hack the binary on a whim as someone like entryway could. 0 Quote Share this post Link to post
TimeOfDeath Posted December 4, 2007 Improvement on MAP12 UV-Speed in 5:53 thanks to a glide at the yellow skull. The reason I brought up the weapon key stuff is because I think it would be an advantage to use a custom config like mine, where I barely have to move my fingers to change weapons, compared to using the default keys. So, I wondered how other players felt about that. Also, I forgot to mention this in the txt file, but there doesn't seem to be many places to glide in this wad, does there? I can't think of any others off the top of my head. 0 Quote Share this post Link to post
Hitherto Posted December 4, 2007 At last good speed demo for ET12! This lame nomo run shows YK pickup possibility without glide. 0 Quote Share this post Link to post
TimeOfDeath Posted December 4, 2007 Hey cool, nice one! :) That looks like a better strategy than the glide. 0 Quote Share this post Link to post
Andy Olivera Posted December 14, 2007 Very nice, TimeOfDeath. It's a dedicated player who can create a maxdemo of an Eternal level with minimal downtime, and doubly so for one of Couleur's maps. It's great to see this route-planning nightmare of a MegaWAD getting some long overdue attention. 0 Quote Share this post Link to post
TimeOfDeath Posted December 17, 2007 MAP19 UV-Max in 14:33 Thanks for the comments, guys. :) Edit: darn, I forgot to change the comp level in the config file back to 2 before recording this (my bat file doesn't specify a complevel and I've been changing the config file to 9 to watch the cchest demos). The demo doesn't desync in Chocolate Doom, so does that mean it's ok? 0 Quote Share this post Link to post
Grazza Posted December 17, 2007 It is a vanilla-format demo, and it plays back fine, so one way or another you got it right. It certainly isn't a Boom-format demo, so either the cfg did include a 2, or somehow you did specify this complevel. Please note that there is no need to force a complevel for demo playback. The program takes care of it by inspecting the demo's binary format. Almost all demos will be autodetected and played back correctly. This autodetection overrides whatever you have put in the cfg (i.e. default_compatibility_level in the cfg has no relevance to demo playback). 0 Quote Share this post Link to post
TimeOfDeath Posted January 17, 2008 Ok thanks Grazza. I must have been mistaken and watched a cc3 demo after recording, oops! Here's a speedrun on Eternal Doom IV: Return From Oblivion: MAP11 UV-Speed in 2:46 recorded with ZDoom 2.1.7 (also includes a 3:00 demo with an alternate route) 0 Quote Share this post Link to post
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