Never_Again Posted March 2, 2015 I think I got it now. The version number (0x6f) in the header should have tipped me off. This must be a longtics demo, isn't it? No wonder it makes vanilla and LMPC freak out. Boom-LMPC doesn't seem to read it correctly either, even with "-l". But you have nothing to worry about. Your demo will play properly with any engine that supports longtics demos - the v1.91 hack, Prboom-plus, Choco and Eternity. 0 Share this post Link to post
dew Posted March 2, 2015 Interesting. Not sure how longtics contribute to this, can anyone verify it works with shorttics as well? 0 Share this post Link to post
Memfis Posted March 2, 2015 The -longtics parameter seems to change the gliding rules, check out my Resurgence demo in the glide thread for another example: http://www.doomworld.com/vb/post/1300609 0 Share this post Link to post
Looper Posted March 2, 2015 Maybe bruteforce could find an angle which matches with the longtic movement because the physics should be the same. Only the angle of movement is extremely sensitive? Edit:Nvm, there are quite many different angles where the void glide happens.... but bruteforce time anyways :-P 0 Share this post Link to post
Looper Posted March 2, 2015 Heh, Doom1 E2M1. Turbo was used.ripdoom.zip 0 Share this post Link to post
Looper Posted March 2, 2015 Interesting indeed. (And they are both built runs if it wasn't clear)e1m8-hmm.zip 0 Share this post Link to post
Grazza Posted March 3, 2015 Looper said:[e1m8 demo]Well that's one thing checked off the bucket list, though not in quite the way I'd imagined. 0 Share this post Link to post
Kpa6 Posted March 3, 2015 Looper said:[e1m8 demo] Is it possible to do the same thing on e2m5? 0 Share this post Link to post
Looper Posted March 4, 2015 Kpa6 said:Is it possible to do the same thing on e2m5? No because of the height difference. 0 Share this post Link to post
Fredrik Posted March 4, 2015 Looper said:[e1m8 demo]I guess this will save further time in an E1 TAS, since you can skip the two boxes of rockets that e1uv-345 picks up in E1M6 (or pick them up and spend rockets more freely in E1M7)? (Speaking of those two boxes of rockets, not that it matters now, but I wonder if it would be faster to get them in the swastika room in E1M4 instead of E1M6?) 0 Share this post Link to post
Looper Posted March 4, 2015 Fredrik said:(Speaking of those two boxes of rockets, not that it matters now, but I wonder if it would be faster to get them in the swastika room in E1M4 instead of E1M6?) No because the better way is to force one of the monsters to open the door for the player which means you don't have time to pick useless things :D 0 Share this post Link to post
Never_Again Posted March 8, 2015 improcket.lmp - Heroes' Tales MAP23 -complevel 4 "-skipsec 23" An Imp takes a flying lesson from an Archie necroimpse.lmp - Switcheroom E1M5 -complevel 3 "-skipsec -75" An attempt at a Pacifist run ends in something indescribable upthestairs.lmp - XAOS.WAD MAP07 -complevel 2 "-skipsec -25" An extended death slide *up* a long curving staircase. You can also watch the extended versions here. edit: Replaced attachment. The original Necroimpse video was giving me headache with 3rd-party content warnings and ads. Replaced the audio with a slowed down version - problem solved. ;)weird-2015-03-08.zip 0 Share this post Link to post
Aqfaq Posted March 8, 2015 I have a TNT 32 tyson attempt, where a demon is continuously biting a trapped revenant and keeps missing it. I knew bullets can miss like that, but I didn't know melee attacks can also miss. It was very strange when suddenly there was a continuous bite sound coming from somewhere. This is probably not worth your time, though. It takes 32 minutes until it happens.tnt32-continuous-demon-missbite-happens-at-around-32-minutes.zip 1 Share this post Link to post
Kpa6 Posted March 11, 2015 Lol, the glide happened again.e3m1-again.zip 1 Share this post Link to post
Andrea Rovenski Posted March 11, 2015 Haha, that's one way to end a run 0 Share this post Link to post
Linguica Posted March 11, 2015 Aqfaq said:I have a TNT 32 tyson attempt, where a demon is continuously biting a trapped revenant and keeps missing it. I knew bullets can miss like that, but I didn't know melee attacks can also miss.That's interesting, since the normal running-around code calls P_CheckMeleeRange() to see if it should go into the melee attack state, and then the Demon bite frame also calls P_CheckMeleeRange(). The only thing I can think of (without watching the demo) is that the Revenant just barely got close enough to make the Demon go into bite mode, but immediately moved away again before the Demon actually bit (similar to how you can avoid Demon bites yourself by backing up before it connects). 0 Share this post Link to post
Looper Posted March 11, 2015 It is because there's so little room around the skelly to move, blocked by walls and the demon, so the attack speed and the tiny movement pattern got in a perfect sync to force the demon always attack instant but never hit. So basically what Linguica said. 0 Share this post Link to post
dew Posted March 11, 2015 Nonsense. The skellington just watched PRO DOOM MONSTER STRATS and learned how to bait the hungry mouths of those unrelenting shit heads. 0 Share this post Link to post
Aqfaq Posted March 11, 2015 dew said:PRO DOOM MONSTER STRATS No wonder revenants are so agile and cunning... http://i.imgur.com/FlIWiV1.png 0 Share this post Link to post
GrumpyCat Posted March 12, 2015 Not weird but imho not so obvious, in vanilla doom player's corpse can conserve momentum! I died while pushing against imp and sergeant, and when sergeant moved aside my corpse was propelled forward.mm24_corpsemomentum.zip 0 Share this post Link to post
FireFish Posted March 27, 2015 Today i was recording a demo for doom 2 beccause i wanted to show how i played, shooting things in a row, popping behind walls, and so on. But this failed beyond belief and i ended up with an awkward fluke because i was not used to prboom its mouse handling and compatibility levels anymore. It looks awkward and to me comedic.The attached demo shuld work but if anything is wrong, let me know.ffrn-001.zip 0 Share this post Link to post
Ancalagon Posted April 4, 2015 Spoiling my work here, plays back with doom2 One demo shows all ghost bug happening in map04, other shows me being able to die and exit at the same time in map02, this one surprised me I didn't know it was possiblens01wut.zip 0 Share this post Link to post
Kotzugi Posted April 4, 2015 Never_Again said:upthestairs.lmp - XAOS.WAD MAP07 -complevel 2 "-skipsec -25" An extended death slide *up* a long curving staircase. Now this is truly weird: I see a different map than the one on your YouTube run, you shoot some chaingunners and after a while you die, then you try again, shoot them again, etc. But after a while, it desyncs. You sure you got the right map here? Never_Again said:necroimpse.lmp - Switcheroom E1M5 -complevel 3 "-skipsec -75" An attempt at a Pacifist run ends in something indescribable o_O 0 Share this post Link to post
Never_Again Posted April 4, 2015 At what point, roughly, does it desync? Doesn't "-skipsec -25" work for you? It's a lazy FDA, with something like ten deaths, perhaps you mistook lame playing for a desync? ;) 0 Share this post Link to post
Kotzugi Posted April 4, 2015 Aaah I missed the -25 instead of 25 (25 is in the middle of a death sequence lol). Thanks. Funny thing is, I actually did think it desynced because you died and kept pushing walls. After a while though, I was convinced, because it seemed to get worse and worse. ;) 0 Share this post Link to post
Aqfaq Posted April 4, 2015 Ancalagon said:being able to die and exit at the same time That's cool. Having TASed many old console games, I can say that this is a very common type of phenomenon. Doing something on the same frame as something else is happening can often result in glitchy behavior. In a TAS environment such tricks and glitches are very easy to find and reproduce, but this is extremely rare when playing normally. Hypothetically there could be a wad where this trick saves time as it refills health and gives 50 bullets. 0 Share this post Link to post
RjY Posted April 4, 2015 Ancalagon said:all ghost bug happening in map04At gametic==6911 when a sergeant at (-499, 1127) kills another at (-600, 1124) there is a massive intercepts overflow. The kill shot adds nearly two hundred intercepts - three dropped shotguns are added over sixty times each(!) Further investigation shows P_PathTraverse getting stuck in a loop on one blockmap square (9,6) == [(-848,1016),(-720,1144)] due to some kind of numerical error in the code stepping across the blockmap squares covering the trace line. Neither ((yintercept >> FRACBITS) == mapy) nor ((xintercept >> FRACBITS) == mapx) is true, so mapx and mapy are never updated, and the thing loops until it hits an arbitrary limit of sixty-four iterations.Ancalagon said:die and exit at the same time in map02User input is processed in P_PlayerThink (calling P_UseLines once when it first detects a use key press) before P_RunThinkers processes every other mobj. So the exit line is activated, setting gameaction to "level completed", but this is not processed until we return to G_Ticker at the start of the next gametic. In the meantime the rest of the current tic (gametic==4022) is run, during which the sergeant, unaware the world has already ended, shoots the player. It's just a very precise case of timing. Aqfaq said:Hypothetically there could be a wad where this trick saves time as it refills health and gives 50 bullets. I am sure it could be exploited, but requires the first use key press ticcmd to appear on exactly the same tic as the damage is taken. I imagine this would be prohibitively difficult to those not blessed with superhuman reaction times -- or more likely, available only to demo builders. 0 Share this post Link to post