by NeuralStunner » Mon Aug 18, 2014 11:17 am
ZDoom dynamically adjusts the max Kills/Items/Secrets whenever those counts change. (Specifically to avoid vanilla's "over max" bugs.)
I think I've got this right:" Any time an actor gains COUNTKILL (whether it's spawned by any means, or a manual flag setting) the count increases. When that flag is removed (unset, or the actor deleted), the count decreases. Respawning monsters count as new actors. Revived ones don't, but they're treated as a special case.
Granted, I don't know for sure what use ZDoom is for speedrunning, since it loses demo compatibility easily. It's also subject to occasional subtle changes in behavior compared to Vanilla Doom. (For example, did you know that crushers still incorrectly go all the way to the floor?)
I suppose you could make your demos into videos, but is that actually valid in competitions?
If you want a quality, modernized port with good demo support, I would recommend Eternity Engine.
ZDoom dynamically adjusts the max Kills/Items/Secrets whenever those counts change. (Specifically to avoid vanilla's "over max" bugs.)
I [i]think[/i] I've got this right:" Any time an actor gains COUNTKILL (whether it's spawned by any means, or a manual flag setting) the count increases. When that flag is removed (unset, or the actor deleted), the count decreases. Respawning monsters count as new actors. Revived ones don't, but they're treated as a special case.
Granted, I don't know for sure what use ZDoom is for speedrunning, since it loses demo compatibility easily. It's also subject to occasional subtle changes in behavior compared to Vanilla Doom. (For example, did you know that crushers still incorrectly go all the way to the floor?)
I suppose you could make your demos into videos, but is that actually valid in competitions?
If you want a quality, modernized port with good demo support, I would recommend Eternity Engine.