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Demos for miscellaneous Ribbiks maps


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14 minutes ago, Ahmed said:

This place is empty... Needs more runs

Well, don't count on me, mate. Ribbiks is above my skill level.

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1 hour ago, Poncho1 said:

Well, don't count on me, mate. Ribbiks is above my skill level.

Naa dude , 2-4 hours of excessive demo hoarding and pretty much anyone can beat a ribbiks map. 

I think.

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16 hours ago, Ahmed said:

This place is empty... Needs more runs

 

Would be cool to see Magnolia UV demos and other Finely Crafted Fetish Film demos (map 6 and 7 in particular, amazing maps)

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these are cool! in earlier versions of m03 I was hellbent on the cyb/romero ending (the bfg and slow exit timer didn't exist) and even though I softened on that the general lack of concern for routing max-play is still there. RK never did anything but it serves conveyance function :p

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54 minutes ago, rehelekretep said:

what is the 1 left over monster? hidden vile?

 

The "powerup" "marine" that you take at the beginning counts as a monster at level start. Picking him up fails to be registered by the M counter to be decremented, but if you save and load the game after picking him up, M will be recalculated from 1107 to 1106 to account for the guy being missing. Could be related to the friendly monster issue I've signalled a week ago.

Edited by tchkb

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5 hours ago, Poncho1 said:

Do you have to do that Yellox Skull key area pacifist @Daerik?

 

Nope! The encounter with the viles and green cybers has to be done normally if you don't though, and while its slightly less rng than the baron/hell knight room, its also moved much later. I'd be throwing runs into it and dying 30 minutes in instead of 10 minutes in. There are a ton of ways to just immediately lose runs in the baron/hell knight room, and it's almost always out of your control.

 

The pacifist route has the added benefit of being absurd, and it's 3-4 minutes faster, so I elected to grind that route.

Edited by Daerik

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  • 1 month later...

Chiggity map02 UV-Max(?) in 3:03

 

ch02-303.zip

 

Two secrets were missed, but they seem to be impossible to trigger. If anyone knows better, let me know.

 

Side note:

Spoiler

The DSDA page for this wad links an incomplete version which lacks the second map. The full two-map version (linked above) is on Ribbiks' own website. Nevanos' demo works for both versions of the wad.

 

Looks like this has been fixed.

 

Edited by Pseudonaut

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20 hours ago, Outrageous Videos said:

Tttn.wad uv max in 3:31 from Tttn.wad in additional_crap.zip Tttn-331.zip

Please do not use any extra WADs that modify the game's looks / sounds; that is not accepted for speedrunning.
Even with something as trivial as the "Minor Sprite Fixing Project" or the "Smooth animations"; those are not allowed, and can cause desyncs in specific cases.

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3 hours ago, Coincident said:

Please do not use any extra WADs that modify the game's looks / sounds; that is not accepted for speedrunning.
Even with something as trivial as the "Minor Sprite Fixing Project" or the "Smooth animations"; those are not allowed, and can cause desyncs in specific cases.

Got it. Forgot I had those on since I was doing it through a launcher. I will make sure I do not have those on in the future and will redo the run. Sorry for any inconvenience that caused.

I also heard there is some stuff with prboom+ settings for monster behavior etc that can cause desyncs or some stuff with weapon bobbing. 

Is there an agreed upon config for those settings I should use and should I re enable stuff like weapon bobbing and screen wipe?

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7 hours ago, Outrageous Videos said:

I also heard there is some stuff with prboom+ settings for monster behavior etc that can cause desyncs or some stuff with weapon bobbing. 

Is there an agreed upon config for those settings I should use and should I re enable stuff like weapon bobbing and screen wipe?

None of that should matter when you record with a specified complevel, (-cl 9 for instance). Monster behaviour settings only affect -cl -1 or the Latest PRBoom+ complevel, IRC.

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33 minutes ago, Spectre01 said:

None of that should matter when you record with a specified complevel, (-cl 9 for instance). Monster behaviour settings only affect -cl -1 or the Latest PRBoom+ complevel, IRC.

Does cl11 not rely on those settings?

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17 minutes ago, Outrageous Videos said:

Does cl11 not rely on those settings?

If it did, you could get more or less normal infighting in -cl 11 but that's unfortunately not the case.

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1 hour ago, Outrageous Videos said:

Does cl11 not rely on those settings?

-complevel 11 does take some input from user settings, though I'm not sure exactly which ones. Screen wipe at least shouldn't affect any demo's sync.

 

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