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Re: ScoreDoom 2.5 Final Release (*addonpack hotfixed*)
Posted: Thu Jun 18, 2009 10:56 pm
by Dragonsbrethren
-record won't save scores to the normal mode list, but it does grab the normal mode score when you start the game. Load a wad/map that has a score set in hardcore mode, but no score in normal mode, and you should be listed as having the highscore for that wad/map as soon as you start, because it's loading the normal mode score. If you die and restart, it will correctly display the hardcore mode score. I used the -warp parameter to go directly to the map when I was recording my demos, that might also affect it, I didn't try without it.
Re: ScoreDoom 2.5 Final Release (*addonpack hotfixed*)
Posted: Fri Jun 19, 2009 2:08 pm
by BilboHicks
Thanks. I've fixed the -record problem already, so you can set scores to correct mode when recording.
For playing back demos, I'm going to disable online hi scoring, its just a lot simpler to prevent cheating, than saving online scoring mode data to the demo lmp.
In this case the demo will simply save the score locally.
EDIT: Also, the host has sorted out my site finally, so the domain name works again.
Re: ScoreDoom 2.5 Final Release (*addonpack hotfixed*)
Posted: Sat Jun 20, 2009 12:09 am
by BlackBlaze
Ok ScoreDoom comrades! I made a a little playlist of my runs on "Hardcore mode w/ Addon Package Episode I Knee Deep In The Dead." 10 videos showing you how I got my scores. Feel free to comment about them and discuss ways to improve... I might fool around with Hell Revealed II wad or perhaps start Episode II "Shores of Hell"
First video is just a little preview of GZScoreDoom I made.
http://www.youtube.com/view_play_list?p ... 0B559EAC58
Re: ScoreDoom 2.5 Final Release (*addonpack hotfixed*)
Posted: Sat Jun 20, 2009 12:53 pm
by BilboHicks
Thanks for recording the videos! Will check them out. An HR2 or HR video would be cool too.
I'm going to release another patch today, which will support recording demo lmps, as well as a fix for the addonpack for the shadowbeast. So the hi score server will be down for a few hours today.
You will need the new version and addonpack to post scores, but the current hi scores will remain. Will post back here when it is up.
After this patch, I'm planning to try and set some scores myself, so will see if I can beat some of those scores you recorded.
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sat Jun 20, 2009 4:22 pm
by BilboHicks
Release 2.5r4
****************
Fixed a critical bug for offline hi scoring.
Better support for recording and playing demos when using online scoring.
Addonpack has been updated with a couple of gameplay tweaks.
You will need these files to use online hi scoring. Download from usual:
http://www.scoredoom.com
I'm planning this to be the last patch for the final release.
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sat Jun 20, 2009 5:26 pm
by Dragonsbrethren
I was just playing Evilution on normal mode with r4, and none of my scores are showing up on the server. I played Doom II afterward and those scores are there.
Edit: Ah, nevermind. I forgot to load the map31 fix.
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sat Jun 20, 2009 7:06 pm
by BlackBlaze
Alright! New pack downloaded! Looking at my videos, I can clearly see that I made some errors. But I "think" I know what to do next time. Yea clearly HR II wad will be brutal with all the blood thirsty enemies. But I will try to manage.
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sat Jun 20, 2009 7:54 pm
by BilboHicks
Yeah, there probably will always be a 'best pattern' for each level. Discovered after playing over and over. But of course, there is always some luck involved also, since the inherent randomization of Doom (rocket zombies blowing up other zombies etc...) will always be a factor also.
But I think the randomization is always overcome by skills

Re: ScoreDoom 2.5 Final Release (r4)
Posted: Thu Jun 25, 2009 9:59 am
by NovaDragon
I somehow managed to get pretty far in Alien Vendetta with this thing. I think up to map 14 overwhelming odds before i quit. Coul have been the map before that, thats when the difficulty ramps up beyond hell. So far though all the changes really help out alot and i like it. Im try and beat Alien Vendetta on ultra violence soon and see if its possible for me lol. I also wonder if i can encounter that strange glitch on map 20 misri halek again.....
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sat Jun 27, 2009 5:52 am
by dljosef
Current progress in Hell Revealed: 22 maps down (including secret levels) 10 more to go. To be honest, one of the mega boss demons really gave me trouble is the Cyber Annihilator. (his regular rockets aren't too bad, but the homing ones come at me way too fast.)
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sat Jun 27, 2009 10:44 am
by NovaDragon
So far im sitting at map 8 in Alien Vendetta, and I agree dljosef, the reason i stopped playing because an annihilator replaced the cyber on beast island and it destroyed me. I tried to use the terrorsphere to my advantage and bfg it up close but that ended up in complete failure. Gratz on the progress for Hell revealed! No saves really makes me stop altogether alot so i have to get over that lol.
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sun Jun 28, 2009 12:20 am
by dljosef
Ouch, so I'm not the only one who loathes the cyber annihilator then... (to be honest, I just find it easier to cause him to infight with other mega boss demons, unless he's the only one left. Even with plenty of cover he's a real pain in the ass.)
Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sun Jun 28, 2009 10:37 am
by CaptainToenail
I hate that double cyber, who's idea was it to give it rockets that cannot be evaded 90% of the time and pretty much kill you in one or two hits?!

Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sun Jun 28, 2009 12:08 pm
by Ethril
CaptainToenail wrote:I hate that double cyber, who's idea was it to give it rockets that cannot be evaded 90% of the time and pretty much kill you in one or two hits?!

I say that to myself EVERY TIME the Annihilators show up in *anything*. The homing rockets needs to move slower, or not do anywhere near as much damage as a normal rocket. A single one would be alright, but since there are two, you die instantly even at 200/200.
However, I think this is less of a problem with the monster, and more of a problem with mappers not realizing that Cyberdemons DON'T BELONG IN CLOSE QUARTERS!

Re: ScoreDoom 2.5 Final Release (r4)
Posted: Sun Jun 28, 2009 12:56 pm
by NovaDragon
The thing with the Annihilator was that it was meant to be in demon eclipse. When you fight it in its area, theres alot of boxes for cover but the main thing is its achilles heel. If your on a ledge higher than it, the rockets will hit the edge and you can be far enough back to evade damage while pumping out your own. This makes it easier than most bosses but of course with scoredoom, whats the chancefor that scenario? Since most times youll have a bfg, the main idea is to get it to infight and pray you can annihilate it with the bfg before its other target is dead.
I also have a problem with Thamuz since that nice little plasma ball has a knack of following you till the ends of the earth which it can almost always one shot you too. I guess overall its just luck lol. When i man up, ill try another death level set with this on ultra violence, no saves and see what i can do. I cant even beat the first level of holy hell on easy lol. Got close but no cigar.