antares031 Posted December 3, 2015 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. 1 Quote Share this post Link to post
scifista42 Posted December 3, 2015 Because there's also this one: http://zdoom.org/wiki/Classes:HereticImp 0 Quote Share this post Link to post
antares031 Posted December 3, 2015 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? 0 Quote Share this post Link to post
scifista42 Posted December 3, 2015 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. 0 Quote Share this post Link to post
antares031 Posted December 3, 2015 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. :) 0 Quote Share this post Link to post
Koko Ricky Posted December 3, 2015 I just realized that The Rock raises his eyebrow on that teal graphic you see of him in the corner sometimes. 0 Quote Share this post Link to post
RjY Posted December 3, 2015 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. 0 Quote Share this post Link to post
wallabra Posted December 3, 2015 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) 0 Quote Share this post Link to post
Rayziik Posted December 3, 2015 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. 0 Quote Share this post Link to post
Looper Posted December 4, 2015 I thought it was there to crush the imp for fun :-) 0 Quote Share this post Link to post
HorrorMovieRei Posted December 4, 2015 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. 0 Quote Share this post Link to post
Dave The Daring Posted December 4, 2015 joe-ilya said:You can also see the ribs. Hopefully there's still some of that delicious zombie meat left on the bones.. 0 Quote Share this post Link to post
Azuruish Posted December 5, 2015 F$$$$n Archvile can set his attack on you from any distance if you attacked him or it was hitted by someone. It's real piece of shit as i already died 14 times in ( HolyHell MAP04) because of i can F####in hide and nomatter how far away i stay. Same shit i met in Chillax MAP32 in the ending. I stood and shot into the crowd of Archviles which was from me on 3,000 units and they anyway killed me. AARRRRRRR 0 Quote Share this post Link to post
Olroda Posted December 8, 2015 I'm not sure if "Things about Doomworld you just found out" would fit in here, but... http://www.doomworld.com/greenpile/ 0 Quote Share this post Link to post
wallabra Posted December 8, 2015 Azuruish said:F$$$$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. 0 Quote Share this post Link to post
Azuruish Posted December 8, 2015 Gustavo6046 said:But this limit is like a lot bigger than just 3000 units. No. From Wikithough they will not use their attack from more than 896 map units away unless hurt 0 Quote Share this post Link to post
wallabra Posted December 8, 2015 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...) 0 Quote Share this post Link to post
The_MártonJános Posted December 10, 2015 Funny, but for long I believed Chaingunners to have a full beard. It later turned out to be blood stain due to their torturous murder making them vomit blood. 0 Quote Share this post Link to post
scifista42 Posted December 10, 2015 Cell said:Funny, but for long I believed Chaingunners to have a full beard. Maybe you were right. 0 Quote Share this post Link to post
Linguica Posted December 12, 2015 The shotgun pumping graphic in Final Doom vertically wraps: http://doomwiki.org/wiki/Shotgun_sprite_wraps_vertically_in_Final_Doom 0 Quote Share this post Link to post
Urban Space Cowboy Posted December 13, 2015 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. 0 Quote Share this post Link to post
Touchdown Posted December 13, 2015 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. 0 Quote Share this post Link to post
Azuruish Posted December 13, 2015 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. 0 Quote Share this post Link to post
VGA Posted December 13, 2015 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. 0 Quote Share this post Link to post
Azuruish Posted December 13, 2015 Exactly... This is confused me. 0 Quote Share this post Link to post
RaphaelMode Posted December 14, 2015 There is a transparent pixel on Maes' left buttock. 0 Quote Share this post Link to post
RjY Posted December 14, 2015 Linguica said:The shotgun pumping graphic in Final Doom vertically wraps: http://doomwiki.org/wiki/Shotgun_sprite_wraps_vertically_in_Final_Doom Wow. I guess most source ports fix this..? PrBoom/+ and ZDoom all seem to. 0 Quote Share this post Link to post
VGA Posted December 14, 2015 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. 0 Quote Share this post Link to post
RjY Posted December 14, 2015 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 :) 0 Quote Share this post Link to post
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