Posts for ShadowWraith


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Joined: 8/7/2006
Posts: 344
Pacifist in Doom is categorised as completing a level without any direct action you take that involves attacking causing damage to an enemy, including willingly and knowingly telefragging them. This however allows attacking to open up walls and wake up monsters. Demos exist for pacifist completions of every level except E2M8 and E4M6 here. There is an E2M8 demo here and an E4M6 demo here. I would consider this sufficient to prove that Doom can be completed 'pacifist', assuming you use the community accepted definition of the term.
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Well, you can simplify this a lot, but yes. cos(pi/3) = 1/2 ln(e^(1/3)) = 1/3 int(z^2 dz) from 1 to 3^(1/3) is 2/3. So this boils down to 2/3 * 1/2 = 1/3, which is true.
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Then my solution works 100% of the time. ^^
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Joined: 8/7/2006
Posts: 344
dang i misread also Edit: For those who are curious, this was my post before I edited it: https://pastebin.com/eDFpfsvE It fails due to the requirement that all guesses be made separately and in a soundproof room. Edit 2: This solution can still work if the participants are not forced to enter a soundproof room at the same time. If they are able to choose when they enter the room, then you could substitute the information gained from them passing for the information gained from when they choose to enter the room.
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Joined: 8/7/2006
Posts: 344
Intel Core i5-6600k @ 4.2GHz
User Agent: Mozilla/5.0 (Windows NT 10.0; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	43.78ms
13	3	correct	86.36ms
14	3	correct	175.90ms
15	3	correct	356.29ms
16	3	correct	701.32ms
12	4	correct	91.34ms
13	4	correct	183.88ms
14	4	correct	366.46ms
15	4	correct	740.51ms
16	4	correct	1481.89ms
12	5	correct	188.02ms
13	5	correct	375.01ms
14	5	correct	761.81ms
15	5	correct	1505.49ms
16	5	correct	3013.41ms
Experienced Forum User
Joined: 8/7/2006
Posts: 344
Distance between towns = D Alex's speed = D/3 Beatrice's speed = D/5 Distance travelled by Alex = D*t/3 Distance travelled by Beatrice = D*t/5 D = D*t/3 + D*t/5 1 = t/3 + t/5 = 8t/15 t = 15/8 = 1.875 hours.
Experienced Forum User
Joined: 8/7/2006
Posts: 344
Very nice. The suspend glitch was a great addition to the run. Shame you just left Julius hanging though. Voted yes.
Experienced Forum User
Joined: 8/7/2006
Posts: 344
If my logic is correct, the answer is 1.5707~ times the speed of the man, or pi/2 times his speed. Reasoning: We have a square area of length n metres to a side.
|G----|
|R    |
|     |
|     |
|M    G
|-----|
The ram is in the top left corner represented by the R symbol, and the man is in the bottom left corner, represented by the M symbol. Assuming the ram does not pursue the man directly, but instead heads straight for the gate, we find that the lower bound for the ram's speed to reach the gate at the same time as the man to be sqrt(2) times the man's speed using pythagoras' theorem. This is not the case, however, and the ram is constantly charging the man, adjusting his direction as the man moves. This means the ram's path will be curved, and the final path drawn after both have moved to the gate will be a quarter circle assuming they both reach the gate at the same time. From there, it's a simple case of calculating the length of a quarter circle (2pi*r / 4) = pi*r / 2. Since we can assume the length of each side of the area to be 1, that works out to pi/2. If the ram moves at pi/2 times the man's speed, he will catch the man at the gate. If the ram moves faster, the path will be straighter and he will catch the man before he escapes. If the ram moves slower, he will miss the man entirely.
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You can level teleport upwards past 26 (Valley of the Dead), but not downwards past it.
Experienced Forum User
Joined: 8/7/2006
Posts: 344
The shape that can hold the largest area with any given perimeter or circumference is the circle. Generally speaking, the more sides you add to a regular polygon, given that the perimeter does not change, the larger the area that shape can hold. Let's start with squares vs rectangles. Let P be the value of the shape's perimeter, and x be the length of the shape. Thus, the length of the shape will be (1/2)*(P-2x). This gives an area of ((1/2)*(P-2x))*x = A, which is equal to 1/2*Px - x^2. To maximize this, we take the derivative of A and set it equal to 0 to find our ideal values of x. dA/dx = 1/2*P - 2x = 0. This, 2x = 1/2*P, or x = P/4. So we can see that the maximum area comes from when x is exactly 1/4th of the perimeter, as in a square. Compare to a circle: The circumference of a circle is 2*pi*r. If we make that equal to the perimeter of our square, then the sides of the square will be x=(pi*r)/2 in length (since P = 4x), and it's area will be ((pi*r)/2)^2 = (pi^2 * r^2)/4, or rearranging it to compare to the area of a circle 1 * (pi * r^2), we get (pi/4) * (pi * r^2). From this, it is clear that 1 > pi/4, and so the area of the circle is greater than the area of the square.
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LCC's 4:50:31 is timed using real time. Essentia's 4:48 was timed using in-game time. The difference between in-game time and real time is approximately 20 minutes. This thread probably should've been posted on the SDA forums.
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Invariel wrote:
The question of "normalcy" is thrown out the window when actually trying to speedrun a game. Clipping through walls is a "valid" technique but it is not "normal" to the game's play. Phasing through bricks is not "normal", but it is a recognized speedrunning tactic too.
By normal gameplay, I mean in the course of playing the game normally, some combination of how you control your character yields unintended results. However, the save system is outside of the scope of what your character is capable of manipulating, hence the 'meta' tag Warp attributed to that trick. It's the same category, to me, as save corruption would be if it were possible for this game, and in a separate category to tricks such as item flying. I'd like to state however that I don't run Half-Life 2, and have no strong feelings on whether this trick should be considered good or bad. This is purely a semantic discussion on my part.
Invariel wrote:
I have admitted that I recognize Warp's point of view, and to some extent agree with it, but that the people making the speedruns disagree, and it's their opinions that ultimately matter as they are the ones competing over records. I think we can all agree that not modifying the ROM code is a rule that we shouldn't break, a line that shouldn't be crossed, but I feel strongly that interacting with the programming in ways that it was never expected to deal with is par for this particular course.
Agree with all of this.
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You could say the same about every other non-hardware dependant glitch (i.e things resulting from crooked cartridge, for example). It feels unfair to claim these glitches are of similar severity. Warp's problem is that these glitches aren't triggered in the course of playing the game normally; for example, going out of bounds in Metroid Prime. Instead, the glitch he describes relies on how the game itself handles save files to skip sections of the game. There is a distinction to be made here, and Warp's point of view on the subject is as valid as any other that has been stated. However, as has been stated already the speedrun community is a natural democracy where the aim of the game is to get the lowest time. Since this glitch is beneficial you're going to have a hard time convincing people not to run the category. If you want people to run a category without deleting the save, you're going to have to foster that particular competition yourself. No way around that.
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Looks like SR50 while turning is possible using the external control API, and there were two devices created with drivers that allowed it, as well as demos recorded using these devices from 1997 that have SR50 while turning in them. http://www.doomworld.com/vb/doom-general/73161-sr50-with-turning-in-doom2-exe/
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Joined: 8/7/2006
Posts: 344
I dug this up from a few years ago. It was made by Yrr, might have some stuff you can use in it. http://dehacked.2y.net/microstorage.php/info/1727790561/BossRush%2B.vbm e: nvm, ends just before the Balore fight.
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The current WR: http://www.twitch.tv/romscout/b/337306921 There isn't a commentaryless version unfortunately, since it was done live and not recorded.
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Posts: 344
Abstaining from voting. I haven't played the game so I don't consider myself capable of judging it properly, the run looked pretty well optimised... but it was 70% cutscenes/goo tally screens, and the gameplay went by too fast for me to really get a good idea of what was going on.
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Posts: 344
Not possible with attacks that cause knockdown, iirc. All weapons knock enemies down.
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Joined: 8/7/2006
Posts: 344
Great run! This is one of my favourite childhood games and I still play it now and then, and seeing Skate get some use is awesome. Yes vote!
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Joined: 8/7/2006
Posts: 344
... is that you, xebra? e: also, nowhere in the thread topic does it say that this thread is about preferred English grammar, unless motto has some hidden meaning that I am unaware of.
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Joined: 8/7/2006
Posts: 344
Amazing run. I was surprised to see Alucard was the favoured travel form instead of Yoko. Yes vote.
Experienced Forum User
Joined: 8/7/2006
Posts: 344
Nice run. Headhunter changes were refreshing. Yes vote.
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Just FYI the Pikmin 2 video cuts out the cave sublevels because they're not relevant to getting a 7 day completion. The real run would be much longer than 2 hours.
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Maybe you should post this on SDA then?
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Joined: 8/7/2006
Posts: 344
7/10
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