The previous version of this article said, in part,
- LMP files can only be played back with exactly the same version of the DOOM engine (or Source port as the demo was recorded with. In most cases, this is Doom 1.9.
I removed the second sentence and replaced it with
- A demo downloaded from the internet at random will usually be vanilla v1.9 or v1.666 format, simply because the height of Doom's popularity occurred at that time, before source ports existed.
This is merely a guess at what the original author meant, of course, but at face value it seems like a reasonable statement. Ryan W 06:26, 28 December 2007 (UTC)
Merged LMP article content
One thing I removed when merging earlier was the first paragraph from the LMP article (it seemed like an unwarranted and non-encyclopedic way to start the subject), and the local paragraph about demos desynching when loading the IWAD as a PWAD and whatnot, as that's incorrect. Those demos desynch because a different executable version is used (between v1.9 and v1.9f), and not because of the way the IWAD is loaded. Who is like God? 22:53, 20 March 2008 (UTC)
Maximum LMP size
IMHO this should be discussed here, but apparently no data is given in any of the places I would have expected it (r.g.c.d., Uwe Girlich's tabulation, etc). It may depend on version and environment: . Ryan W 21:53, 23 September 2008 (UTC)
- It's a rather tricky aspect. Running Doom2 on Windows 98 I've been able to use -maxdemo 4096, but it fails sometimes when adding a PWAD or the like, where something like 3072 seemed to work. Who is like God? 22:03, 23 September 2008 (UTC)
Couple of problems with the newest revision:
- Embedded tables are best avoided for accessibility and readability. I feel it'd be better to break the explanation of those fields out into separate tables below.
- Your interpretation of the weapon change bits is incorrect and appears to be based on an understanding of Boom and not vanilla Doom. In vanilla Doom, the weapon change bits of ticcmd_t encode the key number pressed, not the weapon number. Special code in p_user.c figures out what weapon to change to based on the key pressed and the player's current weapon number. This means it is impossible to directly change to the super shotgun via a dedicated key - instead, you can only change to it when pressing 3 if you own it, whether or not you also have the regular shotgun. If you look at g_game.c in function G_BuildTiccmd the loop checking for weapon key presses iterates from 0 to NUMWEAPONS-1, or in other words, from wp_fist to wp_chainsaw - there is no wp_supershotgun key. Only in Boom.
- First point was approved by me, woops. Should I unroll it, or will fixing the second point possibly change the structure? Ryan W (talk) 21:47, 19 April 2015 (UTC)