aka nost2 // nost2.wad
Â
starting with a map01 max in 57 seconds. https://youtu.be/jy3ZBy6un3Q
]]>Â
I tried running WSL2 with Windows 11. Could not get any video. I tried installing PopOS and and a few other distros with VirtualBox and still no video. Decided to put PopOS on the bare metal and try. Still not having much luck. I was told this on Discord "you dont even need any special source code modifications for it to work in libTAS anymore, just add the `-nofork` CLI argument and it works in 2.2.13+ now"Â I was getting the console rendered at least but now I am getting 0 video. I was thinking maybe it was a video driver? I am using a 3050 on a laptop (on linux too). I really feel like I am forgetting something or I am not educated enough on Linux usage.
I have been a Windows person most of my life, but I am trying to learn Linux (I got about a year experience off and on). So I am really trying to figure out what I am doing wrong here. I know I probably could just post in their Discord some more, but I also wanted to see if anyone here had any experience with LibTAS and if they had any demos they could show off while they were here at least.
aka Medi's Box of Shit // mbos.wad
Â
MBOS is a 2022 NaNoWADMo mapset by Master Medi with short, but very creative maps.
Â
Suggested demo prefix: mbos.
Â
Â
One demo to start the thread:
Â
Map 04 UV-Pacifist in 0:04.40
zip:Â mbos04p00440.zip
video:Â https://youtu.be/tD871h_dBJ0
Â
]]>Community Chest 2 aka cc2 // cchest2
Community Chest 3 aka cc3 // cchest3
Community Chest 4 aka cc4 // cchest 4
Â
Now that Community Chest 3 has been released, here is a demo topic dedicated to the series. Post demos for any CC installment here! I'll start off with two demos for the secret level in CC2:
c231-TGH - UV speed demos for Community Chest 2 (CCHEST2.WAD) MAP31: Idée Fixe by Sarge Baldy, including:
Let's get recording, shall we?
Â
old Grazza notes:
Note to all by Grazza: When recording on Cchest3, please record in Boom-compatible format, as this is what the wad requires, and it means that the demo will play back with more exes. It also provides a level playing-field. To do so, you can use prboom-plus with -complevel 9 in your command-line. And please use a current version, as bugs in Boom compat have been fixed. Alternatively, you can use the original Boom 2.02 or its Windows port Prboom 2.02.
Note2 to all by Grazza: Also, be sure to use the version of the wad dated 26-Nov-2007.
Â
]]>Link:Â idgames
Â
NERF maps are designed around getting 100% items as an additional challenge to NM100S. Items are deliberately placed to support that.
If you are going for NM100S with all items, please add "100% items" comment to your demo and this comment will be present on the archive (the run will still be under NM100S category).
Â
Suggested demo prefix - nerf.
Â
Some demos to get things going:
Map 01 NM100S in 0:25.46 (also 100% items)
zip:Â nerf01s02546.zip
video:Â https://youtu.be/PBNJuhjVbpA
Â
Map 02 NM100S in 0:29.63Â (also 100% items)
zip:Â nerf02s02963.zip
video:Â https://youtu.be/RA4b1FlnmO0
Â
Map 03 NM100S in 1:50.39 (also 100% items)
zip:Â nerf03s15049.zip
video:Â https://youtu.be/xOAPwVU8eTA
Â
Map 04 NM100S in 2:41.83 (also 100% items)
zip:Â nerf04s24183.zip
video:Â https://youtu.be/6kYSmRousnM
Â
Map 05 NM100S in 1:30.86 (also 100% items)
zip:Â nerf05s13086.zip
video:Â https://youtu.be/YXRPjhxBkak
]]>aka zone300
Â
Doomworld thread - http://www.doomworld.com/vb/wads-mods/65679-zone-300-new-32-level-vanilla-compatible-megawad-released-300-linedefs/
Link - http://www.doomworld.com/idgames/?id=17362
map01 UV-Max in 0:55
Â
now on idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/sepia
dsda link forthcoming
Â
here's a quick* map01 tyson to start it off https://youtu.be/yw07qOSySDA
]]>aka drn // drn.wad
Â
https://www.doomworld.com/idgames/levels/doom2/megawads/drn
Â
Naming Convention: drnxx-yyyy
Â
Very casual 1st exit max to get the thread started. :^)
Map 01 UV-Max in 3:52.
]]>aka fhc // fhc.wad
Â
Map 02 Nightmare Speed 100% Secret in 2min11
Â
Â
]]>Â
Posts from this thread do get collected by DSDA, however it may happen at a slower pace, since there's usually a deluge of them. Please be patient if you don't see your PBs in the archive in a recent archive update.
Â
Sidenote: This is a part 2 of the original thread, which may or may not be broken forever, possibly by too many attachments for the Invision software to handle. Fixing it is apparently quite a conundrum, which is why it's still down as I'm writing this.
]]>Â
Post your proofs of Ancient Aliens here. It is a Boom-compatible conspiracy by skillsaw & his Illuminati cronies.
Complevel 9 in prboom-plus should be enough to prove NASA faked the moon landing.
----------------------------------------------------------------------
starting things off - love this WAD :D
map01 uv-max 1:32
Â
This update brings UDMF support out of beta with an official dsda UDMF namespace, adds MAPINFO support, and fixes a ton of bugs. Other highlights include a smooth light fade option for opengl (from bkoropoff), improvements to the build mode, and ambient sound support. Ambient sound works retroactively: check out Containment Area, which now has beeping computers and audible conveyor belts. MAPINFO does not work retroactively, as the implementation is more strict and less comprehensive in dsda-doom. If you'd like to use it in your wad, add a DSDAPREF plain text lump with the line use_mapinfo.
Â
UDB Support
Thanks to a ton of work by @boris, UDB now includes an updated and streamlined dsda-doom udmf config. Update to the latest version to give it a spin.
Â
UDMF / MAPINFO Extras
I've decided to fill in some gaps in udmf and mapinfo in order to streamline cumbersome boom features and make life easier for mappers. Some of these features are likely to be adopted by other ports, depending on whether or not they are relevant. The basic idea was "if you need a line special to create a static sector feature, just make that a sector property". This includes scrolling, friction, thrust, colormaps, and skies.
Â
New MAPINFO Properties
Â
New UDMF Properties
Â
Bug Fixes
Fixed a crash caused by an off-by-one error in the sprite count
Fixed a crash caused by zero-length ledge linedefs in cl11+
Fixed backspace from skill selection showing the episode menu when there is only one episode (e.g., in kdikdizd)
Fixed nightmare skill warning showing up for heretic / hexen skill 5
Fixed issue with reversing build mode in cl7-9
Fixed issue with combining manual key frames with build mode reverse in vanilla complevels
Fixed rare crash in line of sight check
Fixed various features not working in solo-net mode (next map key, -pistolstart, etc)
Fixed opengl not respecting the screen multiply setting (bkoropoff)
Fixed some brute force conditions getting ignored depending on the order
Fixed some brute force targets displaying a value in the message when there is none
Fixed trackers not resetting properly when loading a previous state
Fixed player damage tracking reporting the wrong value sometimes when rewinding
Fixed an issue that would cause graphical oddities and / or crashes for some players
Fixed a crash caused by repeat uses of brute force
Fixed mouse buffering while the mouse is disabled
Fixed big health / armor exhud components not using the text color config
Fixed ammo components not coloring by the ammo percent config
Fixed a crash occurring in maps with inconsistent nodes
Fixed an automap freeze when dying while using the minimap
Fixed position in level table resetting when reopening it
Fixed a crash when using the quartz flask hotkey on the title screen
Fixed the ammo_text component having the wrong order under alternate alignment
Fixed a broken hack related to software midtex clipping
Fixed a crash when using -time_use without the associated component
Fixed negative coordinate rounding in the console
Fixed custom colormaps combined with invulnerability yielding the wrong colormap in opengl
Fixed alt-tab causing the wrong palette to appear under certain conditions
Fixed reload on use while dead carrying a command over
Fixed displayplayer in coop demo playback
Â
Check out the full patch notes here.
Â
Thanks to @ZeroMaster010Â for comprehensive regression testing to ensure demo syncing.
Â
Thanks to @almostmatt1Â and @RockyGaming4725Â for testing and feedback on the build mode improvements.
Â
Thanks to @Bytefyre, @GarrettChan, @Maribo, @Master Medi, @Meowgi, @Ravendesk, @Spendoragon, and @Napsalm for beta testing and feedback.
Â
Thanks to @Xaser, @Graf Zahl, and @Major Arlene for various degrees of feedback on the extras above.
Â
Download the latest release here. This release is incompatible with past save files.
]]>Â
NoSp (some speedmaps I made for nanowadmo)
Â
Map04 UV Max in 2:12 NoSp04-212.zip
Map05 UV Max in 1:08 NoSp05-108.zip
Map07 UV Max in 3:38 NoSp07-338.zip
Map21 UV Max in 1:21 NoSp21-121.zip
Map22 UV Max in 1:41 NoSp22-141.zip
Map23 UV Max in 1:32 NoSp23-132.zip
Map26 UV Max in 2:51 NoSp26-251.zip
Map28 UV Max in 3:42 NoSp28-342.zip
Map29 UV Max in 13:32 NoSp29-1332.zip
Map30 UV Max in 9:44 NoSp30-944.zip
Â
]]>------------------------- DEMOPACK -------------------------
Â
Â
Â
It wouldn’t be a Hell Revealed project without a demopack!
Â
Now that Hell Revealations is final and demo-compatible, I figured why not host a demo recording event as per HR tradition!
Hell Revealations includes two WADs: The main 33 map wad (HRs.wad) and a bonus 11 map wad (HRsBonus.wad).
Â
The /idgames release is now up-to-date!
Â
Here's some simple rules:
Â
We will be uploading demos to this thread. I will be updating the sheet whenever I check whether the demos are valid. Please include what category your demo is for.
The goal is to continue accepting demos until the entire UV-Max list is filled up. After that, we may wait a while til we get some better records or other demos.
Â
Here is the spreadsheet of current submitted demos (HRs.wad and HRsBonus.wad in separate tabs):
https://docs.google.com/spreadsheets/d/1tY0EfpwNRbsO_34lzCAoOoVcWk0pqvz8-K-VHtRV8_Q/edit?usp=sharing
 Â
Here are some NOMO help demos that show 100% secrets and some extra non-secret secrets for all maps:
https://drive.google.com/file/d/1OgoqFvkjzTviK6BHe7tVQCve1CMfFy9y/view?usp=sharing
Â
Also NOMO help demos are now on YouTube:
https://www.youtube.com/playlist?list=PLSRd115WA2_m8tJmjRTB2xnd1Kh-zfUYU
Â
Â
Also this is my first time managing a demopack, so please be kind :)
]]>Â
This is a demo thread for Jenesis, Pt. 1: "Descent" and upcoming sequels.
-----------------------------------------------
Jenesis, Part 1 MAP01 UV-Max in 5:20
Â
2022 A Doom Odyssey e1m1 nm100s in 00:49
                                 e1m2 nm100s in 01:49
]]>The Plutonia Experiment DSDA Page
Â
old mod edit:
[MOD EDIT: Post Plutonia and Evilution (TNT) demos (-complevel 4 recommended) here unless they are vanilla demos for Compet~n.]
I got this demo a few days ago.
It's a full plutonia max run with the exception of one secret missed in map28. So I am not going to upload this to the compet-n unless they accept it as a 27pl ??
I dont think anybody worked on that before so here is my best attempt.
http://www.geocities.com/peroxyd2s/misc/30plvinc.zip
note : this is the 1st time I reached map32 in a run and I was very happy to finish it w/o much troubles :) The remaining maps are done very slow ... next time I'll try to speed things up.
note2 : I heard Dashiva is going to work on a TNT max run. I wish him good luck... would be nice to finally get these runs done. How about a Plutonia -fast run ? :)))
aka zone400
Â
Here ye, here ye, pcorf has blessed us with another wad. Post your demos here. File code z4. This wad is vanilla: complevel 2, crispy, etc.
Â
Â
Map 01 UV Speed in 0:32
]]>Â
Fruit Salad UV-Maxes (and a pacifist run). If it matters, I couldn't record with the wad's original filename "Fruit Salad.wad" because of the space, so I renamed it "FruitSalad.wad".
Â
]]>Â
I recorded a Cleimos II (cleim20) demopack (17 UV Max demos, 1 UV Speed demo). This may belong to the category of "recording demos on excellent old WADs which suffer from little demo activity" (cleim20 is from 1995), but also may prove Qaatar's point that I tend to choose certain kind of maps ("Maybe one of the more hardcore masochists on this forum would like to give it a shot? Vdgg seems like a prime candidate" -> about Jade Earth). Still, I skipped some maps, because they were no fun to record even for me :)
]]>Â
old mod edit:
[MOD EDIT: Post demos on the Ultimate Doom iwad here (-complevel 3 recommended) unless they are for Compet~n.]
-----------
Nothing really special... I've done another nightmare! run of Doom - first episode, this time in 9:51. I know, this has been done several times, but it doesn't matter.
aka thissuxx // thissuxx.wad
Â
Start off with a couple second barrier improvements over times I got beaten on by tics:
Map 03 UV-Max in 0:04.74.
Map 31 Stroller in 0:04.97. (secret exit)
]]>https://www.doomworld.com/idgames/themes/chex/chextpb
Â
e1m1 tyson 1:28 https://youtu.be/cbxB9gkjgho tpb1-1t128.zip
]]>aka ksutra // ksutra.wad
Â
Post Kama Sutra demos here [vanilla or -complevel 2 recommended].
The original demo pack thread can be found here.
------------------------------------------------------------------
I did a speedrun on "Kama Sutra".
Map 8, in 0:08.
I'll try for 0:07 later (which should be the best I can do).
First demo to beat a UV speed entry in the KS demopack... ;-)
Â
Since Eviternity is now on its final release I thought it would fun to start a demo thread for it :)
Â
Map01 No Monster in 0:30
Map01 UVSpeed in 0:34
]]>Naming convention gfxx-yyyy
idgames link:Â https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/grindfest
Â
Map 01 UV-Max in 4:15
Map 02 UV-Max in 5:45
Map 03 UV-Max in 6:10
Map 04 UV-Max in 5:14
Map 05 UV-Max in 7:32
Map 06 UV-Max in 4:15
]]>one
Â
As with last year, Vile provided a good set of highlights already in the 2023 Cacowards. Here's some additional personal picks (with some help from @Billa's compiling sheet).
Â
Feel like I picked more this year than usual, and I could still keep going but it would take hours to write up something comprehensive, really impressive output from the community this year. For a personal pick, I think I'll have to go with:
Perdition's Gate Map 30 Tyson in 6:26 (demo, video). Finishing this table feels pretty good tbh, and while this run is really just a glorified slot machine, it does have some cool routing IMO, the different approaches that I had come up with that I'd try depending on the RNG I got were fun to theorycraft, even though all of them were like 1% survival rate. Think I got a decent time out of my grind too, all things considered. :)
Previous threads:
]]>