42:30 You could use some math to estimate where the ideal interception point is. In case the average diagonal wallrun speed is consistent it shouldn’t be that hard to calculate.
You would be correct if not for the fact that average diagonal wallrunning speed unfortunately is not consistent. The rate at which you can get speed boosts from diagonal wallrunning varies quite a bit. In some circumstances you can get a bump and speed boost every frame, and other times it works out the best to get a bump every 4 or 5 frames. For instance here we're travelling north-west, but more north than west. Sometimes you'll get a big north momentum increase, north distance travelled will behave accordingly, but you can double your distance travelled to the west meaning that you are too far from the wall to contact it on the next frame, or you would need to turn back towards it so sharply that you lose a lot of speed doing that and the whole endeavor becomes worthless anyway. Also, sometimes you can get a large momentum increase while not getting a particularly large increase in distance travelled and vice verse. So for example sometimes you might end up with a momentum value of 26 and move 26ish units, but other times you might end up with a momentum value of 24 but move closer to 45 units or so. Here it's obvious enough to see that the latter would be immediately preferable, but then it may be the case that you cannot get a good increase to north momentum on the subsequent frame, whereas had you done the former, you WOULD be able to get a large increase. The sooner you get to the wall the longer this dice rolling plays out and the less likely you are able to estimate speed while travelling along the diagonal wall. So the time it takes to get to the wall could be quite reliably calculated but movement speed after actually reaching it cant be. All of this stuff really causes a headache and it's some of the most annoying stuff to deal with in tasing Doom. There should be some more consistency to it and it's easy to think that surely there must be SOME solution, some kind of reproducible approach to make this stuff a bit more digestible, but most of the time there just doesn't appear to be one. Even by brute forcing literally millions of input combinations at a time with the tasing program to try to find stuff it often fails.
Criminallly underated video, you should do more of these for aspiring speedrunners gunning for top spots
E1M8, a short simple map… and it’s been broken and beaten to death hahaha. Very nice video!
Very interesting, thanks a lot !!!
this is a very cool video!
Thanks! :)
42:30 You could use some math to estimate where the ideal interception point is. In case the average diagonal wallrun speed is consistent it shouldn’t be that hard to calculate.
Actually, if you can tell the ratio of diagonal wallrun and normal sr50 speed, I’ll give it a try.
You would be correct if not for the fact that average diagonal wallrunning speed unfortunately is not consistent. The rate at which you can get speed boosts from diagonal wallrunning varies quite a bit. In some circumstances you can get a bump and speed boost every frame, and other times it works out the best to get a bump every 4 or 5 frames. For instance here we're travelling north-west, but more north than west. Sometimes you'll get a big north momentum increase, north distance travelled will behave accordingly, but you can double your distance travelled to the west meaning that you are too far from the wall to contact it on the next frame, or you would need to turn back towards it so sharply that you lose a lot of speed doing that and the whole endeavor becomes worthless anyway.
Also, sometimes you can get a large momentum increase while not getting a particularly large increase in distance travelled and vice verse. So for example sometimes you might end up with a momentum value of 26 and move 26ish units, but other times you might end up with a momentum value of 24 but move closer to 45 units or so. Here it's obvious enough to see that the latter would be immediately preferable, but then it may be the case that you cannot get a good increase to north momentum on the subsequent frame, whereas had you done the former, you WOULD be able to get a large increase. The sooner you get to the wall the longer this dice rolling plays out and the less likely you are able to estimate speed while travelling along the diagonal wall. So the time it takes to get to the wall could be quite reliably calculated but movement speed after actually reaching it cant be.
All of this stuff really causes a headache and it's some of the most annoying stuff to deal with in tasing Doom. There should be some more consistency to it and it's easy to think that surely there must be SOME solution, some kind of reproducible approach to make this stuff a bit more digestible, but most of the time there just doesn't appear to be one. Even by brute forcing literally millions of input combinations at a time with the tasing program to try to find stuff it often fails.
@@almostmatt1tas Thank you for your insights, I just cannot begin to imagine how much work you put into understanding these mechanics.