joe-ilya Posted March 12, 2017 bzzrak said:If you give a sector a brightness value of over 255 and a sector type of 8 (Glows), then it will indeed kinda cycle all the way until that big value, but you won't be able to see it. I can't express it more elegantly. Basically, the interval between glows will be bigger, proportionally to the brightness you gave it. (I found it out when I gave a brightness of 1337 to a sector that says "BZZRAK", heh.) You can do the same with negative brightness (for example the 8 effect sector will be 500 and the darkest sector connected to it will be -500), that will prolong the complete darkness state and brightest state, making it look like the sector is on and off instead of a constant glow. 3 Quote Share this post Link to post
scifista42 Posted March 12, 2017 ^ Nice. Also, glowing between light levels -255 and 255 in Doom format maps gives a similar effect as the Hexen format specific "Light Phase" effect. 0 Quote Share this post Link to post
BigDickBzzrak Posted March 12, 2017 joe-ilya said:You can do the same with negative brightness Holy cow, that's amazing! I didn't even know vanilla worked with negative brightness! Thank you, now this is definitely something I'll abuse in my maps. 1 Quote Share this post Link to post
TwinBeast Posted March 12, 2017 For years I used to think it always took 1 second for the glow to become bright and 1 second to become dark.. no matter what the lightlevel distance was between the bright and dark... Also you can combine the light effects... but with vanilla there's just the light blink effect available with line specials. Depending on when player crosses that line, the light effects look different. 0 Quote Share this post Link to post
Jon Posted March 13, 2017 All the various blood/lava/nukage-fall animated textures were introduced in Doom 2, there aren't any in Doom 1. 0 Quote Share this post Link to post
Gez Posted March 13, 2017 Jon said:All the various blood/lava/nukage-fall animated textures were introduced in Doom 2, there aren't any in Doom 1. Instead there are textures representing liquid flowing out of a wall, such as SLADRIP, BLODRIP, BLODGR, and GSTFONT. Of these textures, Doom II only keep the bloody ones (BLODRIP, GSTFONT) and doesn't keep the nukage ones (SLADRIP, BLODGR). 0 Quote Share this post Link to post
Voros Posted March 15, 2017 https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/doom/dstrings.c?#L50#L63 O.o And I thought these lines were just trash talk id software (Romero specifically) did during DM back then. Didn't think they would've actually made it into the game. 0 Quote Share this post Link to post
Grain of Salt Posted March 16, 2017 In terms of collision detection, the mancubus' fireballs are actually tiny, the same size as an imp's fireballs. Similarly, plasma projectiles (from arachnotrons and from the player) are noticeably larger than their sprite suggests, having the same width as a BFG projectile. I guess this is because the plasma projectile is essentially just a recolor of the red projectile from the press release beta BFG and PG. 0 Quote Share this post Link to post
Gez Posted March 16, 2017 On mercredi 15 mars 2017 at 0:23 PM, Voros said: https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/doom/dstrings.c?#L50#L63 O.o And I thought these lines were just trash talk id software (Romero specifically) did during DM back then. Didn't think they would've actually made it into the game. They didn't make it into the game; just because something is in the source code doesn't mean it'll be compiled. As you can see, it's surrounded by an "#if 0 / #endif" pair. Zero is always read as false, so the entire block is filtered out by the preprocessor before compilation. 0 Quote Share this post Link to post
StoneMason Posted March 16, 2017 Doom 1 has duplicate audio lumps for everything shareware related. There is also an unused sound lump for the Lost Soul "DSSKLDTH" which shares the same sound effect as "DSOOF" and "DSNOWAY". 0 Quote Share this post Link to post
axdoomer Posted March 16, 2017 5 minutes ago, Mason. said: Doom 1 has duplicate audio lumps for everything shareware related. There is also an unused sound lump for the Lost Soul "DSSKLDTH" which shares the same sound effect as "DSOOF" and "DSNOWAY". Interesting... That's a weird sound to choose for a temporary Lost Soul death sound. Seems like it was forgotten while Doom was in development. When modding for Doom, I found out that DSOOF is used when trying to open a key locked door, but DSNOWAY seems more appropriate. DSOOF is for when the player falls. 0 Quote Share this post Link to post
riderr3 Posted March 16, 2017 Romero maps from Doom 2 have only 1 Demon. MAP11. 0 Quote Share this post Link to post
TwinBeast Posted March 16, 2017 Maybe Doomguy kicks the locked door in frustration when it doesn't open. 0 Quote Share this post Link to post
BigDickBzzrak Posted March 16, 2017 On 15.3.2017. at 0:23 PM, Voros said: https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/doom/dstrings.c?#L50#L63 O.o And I thought these lines were just trash talk id software (Romero specifically) did during DM back then. Didn't think they would've actually made it into the game. DelphiDoom restores them, if you're curious. I think 3DGE does that too? 0 Quote Share this post Link to post
Voros Posted March 17, 2017 8 hours ago, Gez said: They didn't make it into the game; just because something is in the source code doesn't mean it'll be compiled. As you can see, it's surrounded by an "#if 0 / #endif" pair. Zero is always read as false, so the entire block is filtered out by the preprocessor before compilation. That's what I meant when I said "would've made it into the game". It's obvious they wanted to use those lines but they didn't do so in the end and forgot to remove the lines from the source. 0 Quote Share this post Link to post
SaladBadger Posted March 17, 2017 (edited) interestingly that code was actually different in the code pre-cleanup. though just because its there doesn't mean "they wanted to use those lines." more likely it was just to amuse themselves while working in dev mode, which seems more likely given the way the code looks in Romero's snippet. The chocolate doom source is different than the original released doom source which doesn't have the #ifdefs at all Edited March 17, 2017 by InsanityBringer 0 Quote Share this post Link to post
joe-ilya Posted March 17, 2017 A shotgunner can survive a revenant fireball. 0 Quote Share this post Link to post
Gez Posted March 17, 2017 3 hours ago, InsanityBringer said: interestingly that code was actually different in the code pre-cleanup. So it replaced the Doom II quit messages. And then Kreimeier had to completely miss from their tone that they weren't meant to be used in commercial builds and he un-ifdefed them thinking they were for Final Doom... 0 Quote Share this post Link to post
kb1 Posted March 17, 2017 Kreimeier made a big mess out of the source. You can guess how Doom code originally was organized by looking at the Heretic and Hexen source. The filenames and their contents make more sense in those releases, and the code is arguably more organized. I would love to see Doom in its original state before Kreimeier "cleaned it up". It would be a neat project to try to restore the source to its original state using the Heretic/Hexen releases as models, and including the DMX release. 2 Quote Share this post Link to post
axdoomer Posted March 18, 2017 Paul Radek was contacted and he agreed to release DMX under the GPL after he's cleanup the sources. Hope this will actually happen. 1 Quote Share this post Link to post
KdGanaz0 Posted March 18, 2017 That all the old slad textures with nukage flowing out in doom 1 weren't in doom 2. 0 Quote Share this post Link to post
axdoomer Posted March 18, 2017 (edited) There is a French Wikipedia page about Paul Radek. (no other languages) https://fr.wikipedia.org/wiki/Paul_Radek Edited March 18, 2017 by axdoom1 0 Quote Share this post Link to post
axdoomer Posted March 19, 2017 On TNT map29 - River Styx, the lava doesn't damage you. It's the first time I ever notice this. I though my IWAD was corrupted at first, because it was so unexpected. 0 Quote Share this post Link to post
axdoomer Posted March 21, 2017 I just found out that PrBoom Plus (latest version 2.5.1.4) has worse wallrunning than vanilla Doom. You can wallrun in both direction against a wall that's straight on the Y axis or X axis. In vanilla Doom, you could only wallrun toward the negative direction of the axis. 1 Quote Share this post Link to post
Linguica Posted March 21, 2017 I assume that's at default complevel? If it screwed with wallrunning in cl2 / cl3 that would be bad. 1 Quote Share this post Link to post
RjY Posted March 21, 2017 (edited) 7 hours ago, axdoom1 said: I just found out that PrBoom Plus (latest version 2.5.1.4) has worse wallrunning than vanilla Doom. You can wallrun in both direction against a wall that's straight on the Y axis or X axis. In vanilla Doom, you could only wallrun toward the negative direction of the axis. 6 hours ago, Linguica said: I assume that's at default complevel? If it screwed with wallrunning in cl2 / cl3 that would be bad. Yes, this is called comp_moveblock, a fix introduced in MBF for mancubus fireballs clipping through walls. It introduces analogous code into P_XYMovement movement clipping for large negative displacements, which in vanilla only checked the positive direction. Spoiler // killough 8/9/98: fix bug in original Doom source: // Large negative displacements were never considered. // This explains the tendency for Mancubus fireballs // to pass through walls. // CPhipps - compatibility optioned if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2 || (!comp[comp_moveblock] && (xmove < -MAXMOVE/2 || ymove < -MAXMOVE/2))) { ptryx = mo->x + xmove/2; ptryy = mo->y + ymove/2; xmove >>= 1; ymove >>= 1; } else { ptryx = mo->x + xmove; ptryy = mo->y + ymove; xmove = ymove = 0; } For some reason this allows wallrunning in both directions in the bright corridor leading to the final ashwall room of map01, but breaks the deathmatch plasma gun bump therein. IIRC it also makes rocket jumping to scythe2 map07 exit much easier (it's almost impossible in boom complevel). Edited March 21, 2017 by RjY The WYSIWYG editor ate my code-block-behind-cut attempt. 0 Quote Share this post Link to post
Matthias Posted March 21, 2017 There is no "donut" effect in Doom 2 unlike Doom 1. 0 Quote Share this post Link to post
Fletcher` Posted March 21, 2017 4 hours ago, Matthias said: There is no "donut" effect in Doom 2 unlike Doom 1. Are to sure about that? The special may not be used in any doom 2 maps but it still exists. 0 Quote Share this post Link to post
Matthias Posted March 21, 2017 8 minutes ago, rf` said: Are to sure about that? The special may not be used in any doom 2 maps but it still exists. Well I remember when I way young, I use Wadauthor editor to make vanilla maps and there wasn't any "donut" function. But when I use Doom 1 map format, there was. And it was also used in the E2L2 with a chaingun. Not sure if it's different in other editors or something. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.