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Things about Doom you just found out


Sigvatr

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MetroidJunkie said:

The word cyber has a secondary meaning on the internet, one that's much dirtier in meaning. Let's just say, when I used the term Cyberdemon on a forum once, it got me name banned.


So they could also ban you for misinterpreting "auto" as an abbreviation of "autoerotic", whereas it only means "self~". Whoever did such a nonsense had a dirtier mind than you. The internet corrupted it...

Superluigieth1 said:

WWW came out to NeXT boxes (NeXTCube) in 1990.


Not really important; "the internet" is far more than just "the World Wide Web" for exchanging hypertext information. It started as civil use (around 1980) of the ARPANET, a military developed WAN (Wide Area Network) around 1970.

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Buckshot said:

I'm honestly half tempted to ... test this.

The game logic runs at 35 FPS (and this berserk strength variable is definitely affected by this frame rate, Linguica's 4 year calculation matches it). I suppose you would just hack the engine to run game logic as fast as CPU can handle, load a small map with almost nothing in it, set up some ingame timer (again via hacking the engine) to let yourself know that the fake time already passed, and test if berserk works.

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Linguica said:

This takes a little less than four years.

I suspect that most games show erratic behavior after running for that long. They are simply not tested with that in mind, nor did the coders expect someone to do this.

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LogicDeLuxe said:

I suspect that most games show erratic behavior after running for that long. They are simply not tested with that in mind, nor did the coders expect someone to do this.


Never the better reason to test it!

While I don't know if the OS or doom engine will hold up for 4 years of continuous operation (assuming the latter would be the first to crash), definetley seems as if even non-redundant hardware would be easily capable... http://boingboing.net/2015/06/12/30-year-old-commodore-amiga-st.html

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ABRACADABRA said:

I just found that joe-ilya = joulia

I'm pretty sure he posted somewhere that ilya is his real name and that joe is what he would like his name to be... or something like that.

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Doominator2 said:

I'm pretty sure he posted somewhere that ilya is his real name and that joe is what he would like his name to be... or something like that.

Yeah it's pretty obvious since ilya is common russian name. Just joking :)

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Buckshot said:

Never the better reason to test it!

That's... not really necessary. Here, I tested it with my time machine.



I've just picked up a berserk pack, and the memory address for the berserk effect is counting up like it normally does.



I edit the value so it's about to roll over negative. When it does so, your screen goes red and stays that way.



Finally, I edit it to be -32 or something, and it goes to 0 and stays there.

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Jaxxoon R said:

The Completionist left Sonic 3&K paused while he was away.

It crashed after about a day.

interesting enough, if you left it at a save screen music will mess up after about 40 minuts

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Linguica said:

That's... not really necessary. Here, I tested it with my time machine.

http://i.imgur.com/A2uO6Bc.gif

I've just picked up a berserk pack, and the memory address for the berserk effect is counting up like it normally does.

http://i.imgur.com/PKxx6on.gif

I edit the value so it's about to roll over negative. When it does so, your screen goes red and stays that way.

http://i.imgur.com/s5pkgcR.gif

Finally, I edit it to be -32 or something, and it goes to 0 and stays there.

How did you figure out 0CA39EC8?

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kb1 said:

How did you figure out 0CA39EC8?

Cheat Engine makes it trivial to find memory locations assuming you have some idea how the logic operates and you can set up a scenario where you can isolate a change in that thing.

Basically I scan the memory, then search for all 4-byte-long memory locations which are unchanged from the last scan. Then I pick up the berserk pack and scan for all memory locations which have a value greater than the last scan, and do that a couple times to get rid of false positives.

If I still have more than one left, I can IDBEHOLDS to turn off berserk, and then scan for any locations with a value less than they were in the last scan, etc.

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Gez said:

I just found out that the last MBF release dates back from 2014.

Haha, I was just reading that. You should contact that guy at the Dosbox forum and ask him to add IWAD support for HacX :-D

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Just now found this blue armor hidden behind the red key building, map13. Hadn't the slightest clue of its existence for 20 years.

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Doominator2 said:

I'm pretty sure he posted somewhere that ilya is his real name and that joe is what he would like his name to be... or something like that.


He did. He posted it in the "What is the story behind your username?" Thread.

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Superluigieth1 said:

WWW came out to NeXT boxes (NeXTCube) in 1990.


Besides being irrelevant, this also isn't true. The Web was on one NeXT box in 1990, the one Berners-Lee was busy inventing it on.

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Dragonsbrethren said:

Time: sucks

If you hit the exit switch just after an overflow occurs, you might make it look like a new speedrun record.

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The Cacodemon can actually die from 2 shots from the SSG if you hit it point blank. This also confirms the SSG is slightly more powerful than the RL including the splash damage.

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LogicDeLuxe said:

If you hit the exit switch just after an overflow occurs, you might make it look like a new speedrun record.

Hmm, this is quite interesting. I guess you could see speedrunning as finishing the game as fast as possible or as making the game think that you were as fast as possible. Has anyone ever done something like this with other games? Preferably involving something more complex than editing an *.ini file or something.

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SavageCorona said:

The Cacodemon can actually die from 2 shots from the SSG if you hit it point blank. This also confirms the SSG is slightly more powerful than the RL including the splash damage.

Ehm, not really.

SSG fires 20 pellets. Each pellet deals 5-15 damage, which is 10 on average. Therefore, an average SSG shot does 20 x 10 = 200 damage.

Rocket launcher missile deals 20-160 impact damage, which is 90 on average. It also deals splash damage, which is 128 in the center and gradually decreases with distance from the victim's bounding box. Therefore, an average rocket deals 90 + 128 = 218 damage.

Rockets are more prone to imbalanced damage output than SSG shots, though. It's because a single rocket only calls RNG once upon impact, therefore probability that the randomized damage will be under-average (20-80) is relatively high, and probability of being above-average (100-160) is also relatively high. So in practice, some rockets will deal much lesser damage than other rockets. On the other hand, all 20 SSG pellets call RNG, that's 20 random numbers 5-15. The probability that some of them will be 5 and some 15 is high, therefore they will easily average-ize each other and the total damage output will be most probably close to the theoretical average, which is 200.

By the way, Cacodemon's health is 400, so he's right on the boundary between being killable in 2 shots or not.

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LogicDeLuxe said:

If you hit the exit switch just after an overflow occurs, you might make it look like a new speedrun record.

That would own, but good luck recording a 4 year demo. What would the size of that be?

Let's see, 4 bytes per tic, so... 16 gigabytes.

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100 rockets do about 2 times more damage than 50 SSG shots, and you can fire the rockets over 2 times faster. If you get direct hits with the rocket launcher, it's the 2nd most powerful weapon.

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Linguica said:

Let's see, 4 bytes per tic, so... 16 gigabytes.

I don't think that Doom could handle such a large file. I guess, you would need a recorder with a really big harddisk array installed, then.

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DSVILSIT sound is SCREAM03 from Abuse, reversed, pitch bend 12 semitones up with a linear "curve", plus some other effects/filters. DSBSPSIT sounds a little similar.

The explosion parts in DSPEDTH are pretty much the same as FIREBMB1 from Abuse.

DSBAREXP is DELOBJ01 from Abuse with different pitch, filter and more volume in the explosion.

DSBGACT sounds like: "just not anyone" or "just like everyone" when pitch shifted 6 semitones up.

DSPOPAIN, DSPODTH3 and DSDMPAIN all become something like DSPLDIEHI when pitch shifted 12 semitones up.

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