View Full Version : working demo playback?
dcorban
March 4th, 2002, 07:48 AM
I am wondering what is so hard about getting playback of standard doom 1.9 demos working in the new ports?
Most ports don't even allow playback of standard demo files. The only one I have seen come close is Doom Legacy, but it usually goes out of sync once someone respawns.
Is there some sort of windows timing issue that prevents demos from working? What are the exact reasons for no one having working demos?
I want to add a note that I am sincerely asking for information here, not trying to say any of the doom ports are crap or anything. http://forums.newdoom.com/UBB/smile.gif
DarkWolf
March 5th, 2002, 05:41 PM
If I remember correctly Doom only records movement, and with Legacy the mouse movement and text messages. The scatter of the pellets from the shotgun/sshotgun, for example, are not recorded and spread randomly each time. This doesn't sound like a big deal, but it can kill a player (or monster) one time and not kill him the next, messing everything up.
Id improved demos with Quake, they play back the same way 99% of the time. You can also edit Quake demos, that's why there are several Quake "movies."
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-DarkWolf
Requiescat in pace.
446F 6F6D
Aliotroph?
March 6th, 2002, 01:03 AM
Legacy forgets to add special monsters added to maps in co-op. This means when you make a co-op demo of map15 in DooM II for example, the Cyberdemon doesn't show up and that just screws it up.
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"Killed Aliotroph?"
- obituary from Perfect Dark
dcorban
March 6th, 2002, 07:23 PM
I tried out BOOM and it seems to play Doom 1.9 demos accurately. I tested all the Doom/Doom2 built in demos and they played fine along with some old ones from deathmatch.
Doom Legacy plays old demos but most of the time it isn't even close to accurate. I notice that it is indeed caused by shotgun/chaingun pellets missing, and some minor movement errors.
What I am curious about is why the DOS Doom and even BOOM/PRBOOM are able to get it right, yet for some reason other ports cannot or, in some cases, don't even try?
Stphrz
March 6th, 2002, 07:31 PM
The reason PrBoom can play 99% of version 1.9 lmps is simple. The programmer(s) specifically went to great lengths to ensure compatibilty.
Rellik_jmd
March 7th, 2002, 08:24 AM
I was thinking instead of demos or titlepics you could have Legacy automatically load up level 33 which has a camera script so that as you're going through the menus in the back ground the camera is flying through the level maybe panning past some nice big logos... I should whip up a demo and send it to the Legacy team. Man, then you could come up with some brutal little intro movies / titleshots / etc.
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Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
DarkWolf
March 7th, 2002, 12:11 PM
Yeah I mentioned something like a gallery in an earlier thread, but it would be a lot better with the cameras then a guy holding a pistol looking at some wall textures. You could even slice and dice some levels from your TC/Project and make an intro where you fly through some parts of the levels. Similar to the Team Fortress (original Quake version) intro.
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-DarkWolf
Requiescat in pace.
446F 6F6D
Rellik_jmd
March 7th, 2002, 09:16 PM
I'm considering a script so at the beginning of every level for 5 seconds a camera zooms through the basics of the level, giving players an idea of the layout before they even start playing. Doesn't hurt to try I guess.
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Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
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