Doomy__Doom
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I've been messing around with "control objects" in the little spare time I have, mixing SpawnObject and LineEffect to get rid of some closets/voodoos, make dynamic tp dests and such, and existing A_SpawnObject is not great for use in the broad sense of "I want things here and there on the map". It's barely usable, but awkward (especially the relative angle affecting dx/dy calc) and brittle (moving geometry = pain), keeping it "cool in theory but impractical". Ergo, tossing more codepointer suggestions at the wall: Low-hanging fruit - A_SpawnObjectFixed - like SpawnObject, but without relativity to calling actor. Just treat args as straight x/y/z/angle to use. Higher-hanging - A_SpawnObjectByDestination - find a valid TP destination by sector tag like a TP special would, spawn at those coordinates/angle. High effort - JumpIfSpawnObject[Fixed|ByDestination] - versions that respect collision like a TP would and produce detectable spawn success/failure. Even just with the simplest A_SpawnObjectFixed, straight copypaste of coordinates would be a massive W over relative calcs, the primary reason that makes workflow ugly and annoying compared to traditional methods. A couple tech demo maps for illustrative purposes, decohack in lumps: voodooless_nonsense.zip. The core concept is killflooring an object via numeric change effect special to run logic in death state.
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The DWIronman League dies to: Death Tormention III
Doomy__Doom replied to NaZa's topic in WAD Discussion
Category: 1 Dead on: E4M2 Time: 10:26 Kills: 35/102 dwiron_24-06_dd.zip Commentary: -
The DWIronman League dies to: Death Tormention III
Doomy__Doom replied to NaZa's topic in WAD Discussion
There's probably no easy way to combine making quality selections with blind runs. Some options to turn over in the brain: 1) The chair can do a C1 run prior to selecting the wad, and then inspect it in detail. The whole thing runs on trust anyway, so we'll just have to believe that the chair won't mysteriously pick only wads they've done in really well. The chair will essentially be playing ahead of everyone by a month. 2) Change Standard categories to 1-Blind, 2-Non-blind old memory, 3-Non-blind recent memory. Chair has to play in C3 and has a penalty or something on the points table. Existing C3 is barely if ever seen anyway. 3) Build a library of inspected wads ahead of time (half a year ahead or something) and be able to submit C2s without sacrificing selection quality. 4) Accept that terrible picks are part of the charm As a stopgap, if you have a wad or two in mind that you really don't want to spoil for yourself for coming months, I'm open to sacrificing my own Standard runs to inspect them. I'll still get to do my private C1/2 run, even if I can't submit it, that's what I'm here for moreso than the point table. And the actual month will get a prepared, I guess. -
Path with spaces. "-record .\DWIE" is where DSDA-doom stops reading the path-to-demo argument, because space is the separator of things. Try putting double quotes around your path. Anyways, submission. Category: 01 Result: DNF on MAP02 Time: ~22:20, I can't be bothered to recheck. dwie_24-06_dd.zip Imagine thinking that a 1996 would stick to the [non-]interactable texture convention it established throughout the prior parts of the level. Written post deleting this as hard and fast as my hands could.
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The DWIronman League dies to: Suspended in Dusk & Bauhaus
Doomy__Doom replied to NaZa's topic in WAD Discussion
Bauhaus Category: 1 Died on: Map03 Time of death: 29:52 or 18:59 (see below) Demo: dwiron_24-05_bauhaus_dd.zip I was not recording a strict mode demo (textured automap is my hill to die on, like vertical aim/non-infinite height to some others) and fat-fingered my rewind key at 18:59. I opted to continue since it only goes back 1 second and I don't think I've dodged anything projectile-wise there, but if the chair wants to be strict about it, 18:59 would be the end of a legal run. Either way, this was much more "sensible-mazy" compared to SID. I got lucky with some of the switch hunting, but lack of prolonged linear sections for questionable progress left a much better impression. -
Blind max without research/repeat play is not a reasonable expectation. Especially when applied to older wads. Older in this context being stuff before the fairly recent mapping and doomtubing boom (2018+-ish?), since many people have started being more explicitly conscious of soft-locking and missables in design and playtesting. It still does not mean blind max is a reasonable expectation in new wads either. Fwiw, my own approach to 100% is to get whatever I get, but from the exit idclip/iddt around to see what I've missed, as my fresh memories of the playthrough allow me to think about "how would it have been different if I've gotten that secret plasma/megaarmor/backpack/whatever".
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The remedy to that is called "not being obliged to play all levels in a wad consecutively without anything else allowed until you're done".
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My 2c - it's perfectly fine to exclude specific source ports that don't conform to target compatibility in a project that's all about magic of very hard and deliberate engine abuse. My map definitely won't work on Eternity Engine, GZ might be another candidate (for different a reason) but not sure yet. I'm considering a warning text-texture at the beginning as the way of dealing with it.
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1 SECTOR - Community Project idea
Doomy__Doom replied to bobstremglav's topic in WAD Releases & Development
I'll throw my hat in for any late slot (20+). Assuming eventual new rules/thread will have slots in the first place, that is. -
Housekeeping w.r.t. add/remove flags and spawnobject definitely deserves some care. A while ago I've made a -cl21 meme map relying on abusing existing dsda count* inner workings, designed to produce silly end of map screen with arbitrary high %s. Essentially faking IoS-spawn-like behavior - prevent updating map totals but count kill%, combined with looping spawner things: thing MTF_CHAINGUNNER { -COUNTKILL } state 408 { CPOS A 0 A_AddFlags(COUNTKILL) } thing MTF_SHOTGUNGUY { -COUNTKILL } state 209 { SPOS A 0 A_AddFlags(COUNTKILL) } thing MTF_ZOMBIEMAN { -COUNTKILL } state 176 { POSS A 0 A_AddFlags(COUNTKILL) } thing MTF_EXTRA03 "HumanSpawner" { ednum 2503 -COUNTKILL clear states States{ Spawn: TNT1 A 1 TNT1 A 0 A_RandomJump(Chain, 64) TNT1 A 0 A_RandomJump(Shot, 85) TNT1 A 1 A_Explode TNT1 A 1 A_SpawnObject(MTF_ZOMBIEMAN) goto Wait Chain: TNT1 A 1 A_Explode TNT1 A 1 A_SpawnObject(MTF_CHAINGUNNER) goto Wait Shot: TNT1 A 1 A_Explode TNT1 A 1 A_SpawnObject(MTF_SHOTGUNGUY) goto Wait Wait: TNT1 A 1050 goto Spawn } } Conversely +COUNTITEM items, such as "thing MTF_AMMO_ROCKET_BOX { +COUNTITEM }", spawned by A_SpawnObject do not up item counters without further effort with states, completely inconsistent with spawning +COUNTKILL things. I guess there's an "easy" vs "flexible" solution choice here, i.e. always counting vs splitting into COUNTITEM/UPDATETALLY.
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Some estimates for /idgames according to ftp client directory size calculations: /pub/idgames/levels/doom -> 5574 files -> 2680-ish wads /pub/idgames/levels/doom2 -> 21249 files -> 10600-ish wads Roughly half of the files are .txt's placed next to their respective zip archives.
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The DWIronman League dies to: Suspended in Dusk & Bauhaus
Doomy__Doom replied to NaZa's topic in WAD Discussion
Sus in Dusk Category: 1 Dead on: Map 03 Time of death: 56:24 Kills: 267/384 Demo: dwiron_24-05_dd.zip I competely missed the SSG on map 3, struggled with making progress and, eventually, ammo. To put the icing on the cake I got complevel 2'd. I thought IronEagle's offering had a messy progression, but this is an outright maze with occasional "screw you, should've first taken Y path instead to open progression first" showing. I put in cat 1 - I've read the unspoilered (please do so next time!!!) posts about some kind of trap, but it didn't help any more than the official "not a pushover" info. -
Category: 1* Difficulty: UV Dead: MAP06 - softlock in a comfy hom pit Time: 75:24 Kills: 160/201 Demo: dwie_24-05_dd.zip * I'm submitting cat 1, since I didn't make it to map08 door, my only piece of foreknowledge. Commentary: