Speed Demos Archive
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NagasakiPosted - 1 October 2001 4:01 PST
Sorry I didnt even read until the end of your stats-description, but demrel tells different :)

I'm gonna double-check, but I'm 90% sure you were missing something

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[AK]NagasakeY 2001
http://www.PlanetQuake.com/Illmind/

NagasakiPosted - 1 October 2001 4:56 PST
Ok, I've double-checked and actually we've got an argueable case here :)

I'm refering to my original demo here, which is not the one from QrdQ ( because that one was demorelised). In the original demo, the health+armor looks like this:

Entering cage: 51 h 103 ra
Before last hit from cage: 27 h 7 ra
After cage (and last hit): 14 h

In a demo which is demorelised with respect to e2m3_016 and e2m4_048 it would be like this:

Entering the cage: 38 h 101 ra
Before last hit from cage: 14 h 5 ra
After cage (and last hit): killed

Now look at the armor: it shouldn'tr be any different when entering the cage; this is happening due to a 'bug' in DemRel, or actually a fix: DemRel calculates health and armor exactly like it is supposed to be.
In Quake however, sometimes armor differs from the value it should calculate (refering to the code). Afaik nobody knows why this is happening from time to time yet, but in some cases it actually becomes essential.
For example in this demo, I would with 103 ra instead of only 101 ra lose 13 points from the last hit instead of 14 (or more, we don't know yet) - this means I would survive the cage with 1 health, which is not a lot but at least something. Also, after taking the gold key I would have 1 health point for a hundreth of a second again - but I would not die. e2m6 won't probably fit anymore, but that's another map we are going to rerun anyways.

So, I don't know what to decide here ;) I remember encountering a similar problem during the production of QdQwav with Sergi's e1m5 and Markus' e1m4. Probably we decided to profit Quake's calculation, but maybe we also reran the map(s) - I don't remember.

In the worst case, I would say we also decide for our advantage here (since Quake would have ended up with 103 as well if I would have run the map with the new stats!). But since I'll try to rerun e2m4 anyways, we don't have to make this decision right now. Thanks for making it official btw Jozsef - now you forced me to come up with a result :P

Oh, and Anthony/Will/Nolan/Stefan - correct any wrong info in this post if it's there. I'm not 100% sure about the armour-value, wether it depends on the health you've got how much armour you lose. But I've always thought that it doesn't matter...

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[AK]NagasakeY 2001
http://www.PlanetQuake.com/Illmind/

JozsefPosted - 3 October 2001 5:34 PST
Yeah, I can improve e2m6 to 1:17, that's for sure!
How 'bout e4m2? Ingmar you told sometime before that it could be improved to :30, but how exactly? I know that Markus stucked at the exit a little bit, but doing that perfectly won't save a full second...
NagasakiPosted - 3 October 2001 10:58 PST
Yea, I've written that in an article called "optimzed" - and I was REALLY talking about oprimization!
Optimum here would not only be to avoid getting stuck at the exit-door, but also doing the jump much faster! Look how Markus idles at the tele, because the run was so good that he didn't want to screw the last jump...

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[AK]NagasakeY 2001
http://www.PlanetQuake.com/Illmind/

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