Forum posts

Forum: Ultimate Doom

Thread: Verification delay announcements

Started by: Tezur0Tezur0

There are currently sigil related runs in verification queue. They'll have to wait, since I haven't touched sigil since ILs were restored, sorry for anyone affected. Until next week there won't be any work done on that since I'll be absent.

EkornEkorn likes this. 

Forum: Serious Sam 4

Thread: Rulechange log

Started by: Tezur0Tezur0

Thread for future game ruleset/category related changes.

 

Forum: Serious Sam 4

Thread: Leaderboards are open!

Started by: Tezur0Tezur0

Leaderboards are open with any% being the only category so far. Right now there's no reason to do more categories as that's the only one that has any progress made.

Livesplit asl file is in Resources section. Supports autosplitting and load removing.

IL timing rules might change a bit, due to how poorly IGT is implemented in this game.

Current ruleset isn't all that convoluted. In fact it is pretty much limited by what game allows to have. If there are any questions regarding rules - feel free to ask here or in Discord.

For any rulechanges or new categories there will be a Locked moderator-only forum thread.

Enjoy!

GellyGelly likes this. 

Forum: Ultimate Doom

Thread: Steam / Bethesda.net version

Started by: Tezur0Tezur0

I guess I'll just link here, that bethesda unity port of doom engine runs are being tracked here: https://www.speedrun.com/doom_unity

Please don't submit your ILs on that version here.

DemgreenstuffDemgreenstuff likes this. 

Forum: Ultimate Doom

Thread: Is the New Steam Ultimate Doom Update Vanilla?

Started by: DemgreenstuffDemgreenstuff

They did update it to official bethesda port yes (dosbox is still present, or any other port if you had it setup in steam). There's leaderboards for that port here: https://www.speedrun.com/doom_unity It is actually fairly close to vanilla, rather than to gzdoom, but runs from it will go into the leaderboard that I just referred to.

This leaderboard (where I'm writting right now) is meant for original doom. All ports here are PC-only ports, vanilla compatible.

 

Forum: Ultimate Doom

Thread: Gonna start Streaming

Started by: CmatiCCmatiC

don't use forum posts as self advertisement, there are channels for that, for example in speedruncom discord.

 

Forum: Ultimate Doom

Thread: Why can't zdoom be used?

Started by: JurassicSlimeJurassicSlime

From ruleset on dsda: "If a map requires (g)zdoom, you can more or less use any version of the associated ports that works, but be warned: these ports have poor demo compatibility and your run may only play back in the specific version you used."

In short - zdoom modifies original engine. Purpose of THIS leaderboard is to keep up with vanilla doom, which zdoom simply isn't.

 

Forum: Ultimate Doom

Thread: Time for runs to be verified

Started by: DemgreenstuffDemgreenstuff

But otherwise, answering your question, when I'm not busy I do verify stuff in the morning for like 30 minutes. Depending on what's in store it can be few runs or all the runs.

 

Forum: Ultimate Doom

Thread: Am I allowed to submit runs from Xbox

Started by: SmollBoiSmollBoi

there's different leaderboard for Xbox Arcade version, go check it

 

Forum: Ultimate Doom

Thread: Verification delay announcements

Started by: Tezur0Tezur0

I'm gonna post here again as I've been pretty busy lately and runs have started slowly piling up. Hopefully I'll be able to sort them out in a week or two (note that's also not the only game I moderate), so please be passionate about it.
Have a nice day.

DemgreenstuffDemgreenstuff and Bluesun28Bluesun28 like this. 

Forum: Ultimate Doom

Thread: How to Get Rid of Screen Melt Effect in Crispy Doom?

Started by: DemgreenstuffDemgreenstuff

Alright, another clarification. This "might" be allowing you to do input on first frame, which you normally can'
t do non-tas. Anyway, don't do it when playing, but on demo playback it is fine.

 

Forum: Ultimate Doom

Thread: How to Get Rid of Screen Melt Effect in Crispy Doom?

Started by: DemgreenstuffDemgreenstuff

Well I did some clarification and it is just an engine thing, so probably if you find a way to disable it, then it is fine. However I can't provide you with any info on how to do so.

 

Forum: Ultimate Doom

Thread: How to Get Rid of Screen Melt Effect in Crispy Doom?

Started by: DemgreenstuffDemgreenstuff

I think it is demo playback feature (or viddump rather). Cause if you get the demo and play it in your own port - melt is present. Thing is - I never saw someone actually playing and not having melt, so I don't know.

 

Forum: Ultimate Doom

Thread: How to Get Rid of Screen Melt Effect in Crispy Doom?

Started by: DemgreenstuffDemgreenstuff

Well, there's "rules" section which you should probably read then.

Regardless, I don't remember anyone disabling melt screen, not sure if it is possible/allowed.

 

Forum: Ultimate Doom

Thread: How to Get Rid of Screen Melt Effect in Crispy Doom?

Started by: DemgreenstuffDemgreenstuff

Melt screen doesnt count towards ingame time.

 

Forum: Ultimate Doom

Thread: Texture Mods?

Started by: OCsonicOCsonic

No, any modding is not allowed.

 

Forum: Doom II

Thread: How do I get Doom II on crispy Doom

Started by: RedpandemoneumRedpandemoneum

You buy doom II on steam or gog or other store. Download it, then get Doom2.wad file and throw it inside any sourceport folder (Crispy doom in that case).

 

Forum: Ultimate Doom

Thread: What ive learned today

Started by: CmatiCCmatiC

You can rebind q from ending demo, I think it is default in crispy, but absolutely configurable.

 

Forum: Ultimate Doom

Thread: Livesplit ect.

Started by: CmatiCCmatiC

Thing with doom is that THE only time that matters is IGT (unless we are talking about multi-episode categories, which will stay RTA). For more convinience use ports that show accumulated time after levels (crispy/prboom both do that). That also means that saving is simply not an option as game time doesn't account for your menu interactions.

If you record demos, then on playback you can also easily see your final time (at least in prboom). Or you can just do -levelstat (or -statdump) parameter when recording demos.

As for writting scripts for IGT for livesplit it is unfortunately a big problem. There are many ports, even vanilla compatible. There are a lot of versions of those ports. As a result the basic byte will be different and scanning all of them to work for doom.wad and doom2.wad etc... will just be a waste of time, since main community doesn't use external timers and game provides you with all the info.