Okay, just for shits and giggles, do this. Pick a standard Doom map... any map... whatever. Record yourself on skill 4... go all apeshit, end up running into a mob of barons with your fist out, whatever... End the demo a few seconds after you die. Congratulations, you've just made a demo eligible of replacing one of the (very ZDoom-incompatible) stock demos. Rename it DEMO1.WAD and shove it in your skins folder or something so that it replaces the opening demo. Now start ZDoom normally. After a few seconds, your demo will start playing. This is normal. Now play with the options, and you'll run into a small problem -- you can't edit the Game Options! Now there's a perfectly logical reason for this, and that is that ZDoom is using those options to play the demo that is going on in the background. Changing them would change what is going on in the demo and it wouldn't play out like it should. However, is this really necessary? It seems counter-intuitive to have to forcefully stop the demo (by entering the console or starting a game before returning to the menu) while you setup options. Maybe I'm nitpicking, but I'd like to see this fixed. It could be as simple as adding two new cvars (d_dmflags and d_dmflags2, perhaps) that hold separate settings for the demo that is currently playing, while leaving the actual cvars alone for you to mess with to your heart's content.
Too insignificant to fix? Maybe... But I don't think I'm alone when I say I like to have a demo going on behind the menu while I'm changing options, and if that same demo prevents me from changing some of my options, well... that kind of ruins the whole point.
[Won't fix]Not a bug persay... Oversight? Not worth fixing?
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The demo commands are the same as for vanilla Doom. Like in vanilla, you can only start recording a demo from the command line. The console can only stop it. Like vanilla Doom, recording stops when you quit as well, I think, but you might want to go with just using the console command "stop" to stop recording.
zdoom -record [filename[.lmp]] [go ahead and set -warp [01-32 for Doom 2, 11-39 for Ultimate Doom, where the first digit is the episode and the second is the level] and -skill [1-5] -- do this just so it gets straight to it and all]
Damn, I just thought of something. When using -warp at the command-line, will it accept irregularly named ZDoom-specific levels? Say you've got a map named RESRCHLB in your wad... Would you use that or the MAPINFO level number?
zdoom -record [filename[.lmp]] [go ahead and set -warp [01-32 for Doom 2, 11-39 for Ultimate Doom, where the first digit is the episode and the second is the level] and -skill [1-5] -- do this just so it gets straight to it and all]
Damn, I just thought of something. When using -warp at the command-line, will it accept irregularly named ZDoom-specific levels? Say you've got a map named RESRCHLB in your wad... Would you use that or the MAPINFO level number?
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ZDoom will correctly halt demo recording and close the file if you quit out using the console, a key bound to quit, or using the menu to quit (or F10, Y), so no need to worry about a corrupted demo if you just quit the game straight away. (On the other hand you can of course use stop at the console to remain in the game and review the demo right then and there using the playdemo command.)
If you wish to warp straight to a level with a non-standard name, use +map instead of -warp. +map is the same as typing "map XXXX" at the console, so it supports any name a map can have.
BTW, I'm not sure if this has changed in ZDoom, but in the original Doom source, all that the -warp parameter did was insert the values given into the correct place in the string "ExMy" or "MAPxx" depending on game type. So using -warp 99 will warp you to MAP99 (if present), not the level with a levelnum of 99 in the MAPINFO lump.
If you wish to warp straight to a level with a non-standard name, use +map instead of -warp. +map is the same as typing "map XXXX" at the console, so it supports any name a map can have.
BTW, I'm not sure if this has changed in ZDoom, but in the original Doom source, all that the -warp parameter did was insert the values given into the correct place in the string "ExMy" or "MAPxx" depending on game type. So using -warp 99 will warp you to MAP99 (if present), not the level with a levelnum of 99 in the MAPINFO lump.