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Things about Doom you just found out


Sigvatr

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In order to spawn imp in ZDoom with summon console command, you need to type "doomimp" instead of just "imp". I don't get it, honestly.

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scifista42 said:

Because there's also this one: http://zdoom.org/wiki/Classes:HereticImp


Still, I thought the name of that flying demon was Gargoyle instead of Imp. I've compared both Doomimp and Hereticimp, and I assume that's because both share the same Identifier; T_IMP......Or was it just how the developers of ZDoom named them?

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Keep in mind that cheats exist primarily for debugging purposes for the developers. "Summon" cheat takes a class name as a parameter, allowing to summon a specific actor if you know its class name. I'm sure you would understand that each actor needs its own unique class name to identify it, and not only for the "summon" cheat. And yes, these actor names were made up by the developers of ZDoom, as far as I know.

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scifista42 said:

......And yes, these actor names were made up by the developers of ZDoom, as far as I know.


Now I get it. Although It would be more convenient if they named them Imp and Gargoyle, just like the original, instead of Doomimp and Hereticimp. Thanks for the info. :)

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There's an odd pair of rooms near the start of MAP14: The Inmost Dens whose purpose has never been clear to me. You have on one side a big door with a switch, which when opened gives access to a rocket launcher. That's fair enough, but on the other side of a grating there is a second smaller room with a switch that closes the door and a pad which brings down the ceiling of the first room.

In single player it makes no sense. Why press the switch, it closes a door which you'd just have to go round and re-open. Worse, the pad, I could understand if it crushed the room you were in, as a trap, but why crush a room on the other side? Nothing in that small room seems useful for the player.

It's only very recently I realised it must have been added as a deathmatch feature. One player waits in the second room waiting for another to go for the rocket launcher. When that happens, the first player quickly traps the second by closing the door (which can only be opened by the switch outside), steps on the platform, and watches his opponent slowly die.

Given Romero's documented preference for the rocket launcher and predilection for making his former colleagues play DM with him all day, I expect McGee put this in his map deliberately as a trap for an unsuspecting Romero. How they must have laughed.

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In my school computer, Wine Windows Program Loader hates ZDoom and it's GL child, but it loves DoomBot51 (the one avaiable in /idgames) for some reason. How is it good to be home and play Doom the way it should be... instead of a stupid program loader... :P
Or maybe not? Windows 10 driver updates fucked GZDoom beta. (as well as Minecraft :P)

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RjY said:

There's an odd pair of rooms near the start of MAP14: The Inmost Dens...


I played this map the other day after the longest time since I ever had before, and getting to that exact spot and looking at what goes on there when you activate the stuff had me confused for a least a good minute. Your explanation makes perfect sense.

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It's hard to make out the details of the monsters with the low-res of the doom sprites sometimes. I only realised recently how brutal and realistic the gibbing animations are. They don't just explode into random pieces of meat and blood, if you look closely you can see the eyes popping out, the brain, the spine with the pelvis still attached, the femur sticking out from the now severed leg. Masters of Doom wasn't kidding when they said Adrian used Doom as an outlet for his darker side.

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F$$$$n Archvile can set his attack on you from any distance if you attacked him or it was hitted by someone.
It's real piece of shit as i already died 14 times in ( HolyHell MAP04) because of i can F####in hide and nomatter how far away i stay.
Same shit i met in Chillax MAP32 in the ending. I stood and shot into the crowd of Archviles which was from me on 3,000 units and they anyway killed me. AARRRRRRR

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Azuruish said:

F$$$$n Archvile can set his attack on you from any distance if you attacked him or it was hitted by someone.
It's real piece of shit as i already died 14 times in ( HolyHell MAP04) because of i can F####in hide and nomatter how far away i stay.
Same shit i met in Chillax MAP32 in the ending. I stood and shot into the crowd of Archviles which was from me on 3,000 units and they anyway killed me. AARRRRRRR

Umm, Actually, it's clearly stated in the Doom Wiki there is a limit. But this limit is like a lot bigger than just 3000 units.

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Gustavo6046 said:

But this limit is like a lot bigger than just 3000 units.

No.
From Wiki

though they will not use their attack from more than 896 map units away unless hurt

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You hurt them! That's why they attack so far! And they pay back! Good luck next time *smokes and escapes in an escape shuttle* (no, not Unreal's ending...)

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Linguica said:

The only problem is that the "normal" gamma level of 0 is slightly wrong for half the values. The component colors can (obviously) range in value from 0 to 255. However, the table goes from 1 to 255, with 128 being repeated twice in the middle of the range.

Not the only problem! It gets worse. In the brightened tables, output values only range 2-255, 4-255, 8-255, and 16-255 respectively. (facepalm emoticon goes here) I'm guessing somebody must've done something dumb like used input values 1-256 instead of 0-255 for each table.

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HorrorMovieGuy said:

It's hard to make out the details of the monsters with the low-res of the doom sprites sometimes. I only realised recently how brutal and realistic the gibbing animations are. They don't just explode into random pieces of meat and blood, if you look closely you can see the eyes popping out, the brain, the spine with the pelvis still attached, the femur sticking out from the now severed leg. Masters of Doom wasn't kidding when they said Adrian used Doom as an outlet for his darker side.

http://i.imgur.com/vpf7N7D.png


Clearly id ripped it off from Brutal Doom.

But seriously, I think people tend to forget just how violent the death animations in DOOM were. Like the Chaingunner that gets half of his head and an entire arm blown off (and that's not even the gibbing version). Or the guts spilling out through bullet holes when you kill a Baron.

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I thought and was sure on 100% that Revenant's aimed and not aimed rocket have different damage. Aimed rocket must have less damage points than non-aimed.
Same thought was about Hell Knight and Baron of Hell's projectile.
It's was changed in mods ('Brutal' for example) but in original it's really frustrating and confused.

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Azuruish said:

I thought and was sure on 100% that Revenant's aimed and not aimed rocket have different damage. Aimed rocket must have less damage points than non-aimed.
Same thought was about Hell Knight and Baron of Hell's projectile.
It's was changed in mods ('Brutal' for example) but in original it's really frustrating and confused.

What is confusing in the original? They do the same damage.

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RjY said:

Wow. I guess most source ports fix this..? PrBoom/+ and ZDoom all seem to.

I tested some and they all fix it, except Choco of course.

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VGA said:

I tested some and they all fix it, except Choco of course.

Thank you, that will be why I never noticed it before :)

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