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Doom 64 (2020) issues


chungy

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I wonder if it's the same issue as in PSX Doom, where higher framerates mess with gravity and makes you fall faster. @intacowetrust had demonstrated that on the PSX codebase, with the platform jumps in Gotcha! being impossible to clear.

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31 minutes ago, Gez said:

I wonder if it's the same issue as in PSX Doom, where higher framerates mess with gravity and makes you fall faster. @intacowetrust had demonstrated that on the PSX codebase, with the platform jumps in Gotcha! being impossible to clear.

That would be other way around if anything, lower framerates caused the player to tick inputs faster to compensate (for... some reason?), which also resulted in the bug where shooting the wall with something like the SSG to produce lag frames allowed you to clip out so easily. This was removed and now the player runs at locked 30hz all the time. Curiously, this had zero effect on the existing demos, despite seemingly no check for demos in the surrounding disassembly.

 

I suspect the real answer is just the controller is different, and/or the person playing the longplay has practiced (or the longplay was not played on an N64). As an addition, it's far easier to SR40 on the PC with keyboard/mouse than even on an N64 controller, so you can move faster there more consistently (people have been producing the line skip bug more often than expected). Not a very good comparison with the Switch. 

Edited by Edward850

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7 hours ago, Devils950003 said:

I can’t get that armor in OO no matter what I do.  Definitely has not been for lack of effort.  Glad that it’s not just me.

 

if OO means Outpost Omega, I have gotten it on PS4 via straferunning. Was kind of annoying that such a thing was required, I generally dont like it when straferunning is required and not an optional trick/exploit

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The armor required strafe running in my case, and it wasn't just the stick, as I bound the directions to dpad with no better results.  I could dig out my N64 I suppose and see if it's different, but I might not have a controller in good enough shape for full forward movement. Can't recall if there were any button bind options for movement on it.

Edited by Vala

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3 hours ago, Vala said:

The armor required strafe running in my case, and it wasn't just the stick, as I bound the directions to dpad with no better results.  I could dig out my N64 I suppose and see if it's different, but I might not have a controller in good enough shape for full forward movement. Can't recall if there were any button bind options for movement on it.

 

I definitely don't remember ever having problems getting the armor on the original Doom 64, with the N64 controller.  I will probably do another playthrough on WMD soon (I've completed two on IOD), and will give that a try when I reach that level again.  

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What I don't like that much about D64 on Steam is the sensitivity bar which gives no values to how fast your mouse is and you kind of have to guess from the feel. Another thing is (which is something to do with the engine) is wall clipping when you walk into corners or tight spots.

Also, wtf is with the Bethesda logo popping up every time you save the game? It's fucking Doom, as if you didn't feel the need enough to plaster your Bethesda crap all over the place to begin with, with the Bethesda login and the intro movies.

Edited by Thorogrimm

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1 hour ago, Thorogrimm said:

Also, wtf is with the Bethesda logo popping up every time you save the game?

It's an async background task that writes data. Gotta spin something on screen. 

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Looking through the game's files and it has console button prompts leftover but not used at all on the PC version of Doom 64. I wonder if we could ask Nightdive to give those unused button prompts purpose seeing that it supports a wide range of controllers (Xbox One, DualShock 4, Switch Controller) natively without third-partly software.

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