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DOOM CAPTCHA

doom-captcha.vercel.app

91–100 of 292 posts

Re: DOOM CAPTCHA

#92

1. That's a tough level, one of the hidden levels IIRC. 2. It feels like "-fast" has been used. 3. The task is much, much more difficult because you can't strafe. Very cute though :-)

Strafing works for me on linux with firefox. Maybe it's an OS or browser setting that prevents it?

I also FF on Linux.

But I always redefined A and D as strafe-left and strafe-right.

I literally did not know the keyboard shortcut to strafe, because I have probably literally never used it.

Re: DOOM CAPTCHA

#93
Thank you for doing the right thing and crediting the original Doom Captcha creator on the github repo. My expectations of the software industry in general have been at an all-time low lately, so this was nice to see.

The original from a few years back:

https://vivirenremoto.github.io/doomcaptcha

https://github.com/vivirenremoto/doomcaptcha

Re: DOOM CAPTCHA

#94
post #87

Earlier quoted context omitted.

I read through the chat but it's all nitpicking about layout and there doesn't seem to be any point where DOOM is actually inserted. I don't understand, did the author get the AI to do the easy part and then code the hard part by themselves?

Isn’t WASM doom a solved thing already? I wouldn’t consider that the hard part, unless I’m missing your point.

well you'll need integrations to have the WASMised doom tell you when a monster gets hit, or when you died. you need to worry about which keyboard events to pass in, etc. i know it's not super hard but it's definitely the more exciting part of this, vs all the "make the title text bigger" stuff that's in the chat

Re: DOOM CAPTCHA

#96

This was created with Vercel's AI assistant "v0" Here's a link to the chat: https://v0.dev/chat/4X85A52Dzde?b=b_tOXbbZzZPgT&f=0

As others have pointed out, that was only setting up the UI.

Here's the repo with the rest of the source: https://github.com/rauchg/doom-captcha

They also had to modify Doom to skip the menus, add the necessary callbacks, and a few other tweaks.

Re: DOOM CAPTCHA

#97
post #51

I tried to do it the intended way, but found it too difficult. I was able to cheese it by staying in the starting area and killing the enemies that spawned to the right.

IDDQD works. Just saying.

You don't get credit for IDDQD though.

Also use something like IDCLEV15 and you can go to other stages.

Re: DOOM CAPTCHA

#98
post #72

I tried to do it the intended way, but found it too difficult. I was able to cheese it by staying in the starting area and killing the enemies that spawned to the right.

You don't even need to cheese it when everything is client side, so there's no way for the server to verify you actually killed the required amount of enemies.

it's a PoC

Re: DOOM CAPTCHA

#100
post #72

I tried to do it the intended way, but found it too difficult. I was able to cheese it by staying in the starting area and killing the enemies that spawned to the right.

You don't even need to cheese it when everything is client side, so there's no way for the server to verify you actually killed the required amount of enemies.

Perhaps this implementation works that way, but in principle if the game is strictly determined based on a random seed and player input, then the server can verify that the player's inputs do in fact result in the correct outcome.
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