Bauul Posted March 21, 2017 8 hours ago, Matthias said: 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. It's still present in Doom 2 AFAIK, just might not be used in the IWAD. I just loaded up a Doom (Doom 2): Doom Format map in GZDBBF (damn we need a better name for it already!) to check and Action 9 is present and correct. 0 Quote Share this post Link to post
axdoomer Posted March 22, 2017 (edited) In a demo from the Doom 1.6 Shareware where John Romero plays cooperative with someone, you can see a rare bug where a demon gets a direct hit from a rocket and takes no damage at all. 23 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. I forgot to say you can even wallrun against some diagonal walls in vanilla. Since Doom's P_SlideMove is buggy, you bump erratically against most diagonal walls when you try to slide along them, like if the wall was made of small orthogonal walls, so it remains rare because it's not really noticeable since it only works at specific angles. DWALLRUN.zip IIRC, I was able to fix orthogonal wallrunning by removing the check for things that move too fast in P_XYMovement, but it made the player glide smoothly against diagonal walls, so diagonal wallrunning became more noticeable as it worked everywhere. The bug is in P_SlideMove, it moves the player twice for some reason. Edited March 22, 2017 by axdoom1 forgot something 1 Quote Share this post Link to post
Alfonzo Posted March 23, 2017 Prboom's DSGIBDTH will only trigger if the player is facing west at the moment of gibbage. 0 Quote Share this post Link to post
Da Werecat Posted March 23, 2017 3 hours ago, Alfonzo said: Prboom's DSGIBDTH will only trigger if the player is facing west at the moment of gibbage. Self-gibbing with a rocket launcher perhaps? I seem to recall there's an actual purpose to the code, like checking if the victim was attacked from behind or something, with a strange side effect you described. I don't remember the specifics. On 21.03.2017 at 11:54 AM, Matthias said: There is no "donut" effect in Doom 2 unlike Doom 1. There can't be any D1-exclusive effects. The two games literally share the exe. It was likely a mistake in the editor's D2 action list. 0 Quote Share this post Link to post
vita Posted March 25, 2017 doom.wad 1.9 and 1.9ud contain many duplicate entries: DPBAREXP appears 2 times DPBDCLS appears 2 times DPBDOPN appears 2 times DPBGACT appears 2 times DPBGDTH1 appears 2 times DPBGDTH2 appears 2 times DPBGSIT1 appears 2 times DPBGSIT2 appears 2 times DPBRSDTH appears 2 times DPBRSSIT appears 2 times DPCLAW appears 2 times DPDMACT appears 2 times DPDMPAIN appears 2 times DPDORCLS appears 2 times DPDOROPN appears 2 times DPFIRSHT appears 2 times DPFIRXPL appears 2 times DPGETPOW appears 2 times DPITEMUP appears 2 times DPITMBK appears 2 times DPNOWAY appears 2 times DPOOF appears 2 times DPPDIEHI appears 2 times DPPISTOL appears 2 times DPPLDETH appears 2 times DPPLPAIN appears 2 times DPPODTH1 appears 2 times DPPODTH2 appears 2 times DPPODTH3 appears 2 times DPPOPAIN appears 2 times DPPOSACT appears 2 times DPPOSIT1 appears 2 times DPPOSIT2 appears 2 times DPPOSIT3 appears 2 times DPPSTART appears 2 times DPPSTOP appears 2 times DPPUNCH appears 2 times DPRLAUNC appears 2 times DPRXPLOD appears 2 times DPSAWFUL appears 2 times DPSAWHIT appears 2 times DPSAWIDL appears 2 times DPSAWUP appears 2 times DPSGCOCK appears 2 times DPSGTATK appears 2 times DPSGTDTH appears 2 times DPSGTSIT appears 2 times DPSHOTGN appears 2 times DPSLOP appears 2 times DPSTNMOV appears 2 times DPSWTCHN appears 2 times DPSWTCHX appears 2 times DPTELEPT appears 2 times DPTINK appears 2 times DPWPNUP appears 2 times DSBAREXP appears 2 times DSBDCLS appears 2 times DSBDOPN appears 2 times DSBGACT appears 2 times DSBGDTH1 appears 2 times DSBGDTH2 appears 2 times DSBGSIT1 appears 2 times DSBGSIT2 appears 2 times DSBRSDTH appears 2 times DSBRSSIT appears 2 times DSCLAW appears 2 times DSDMACT appears 2 times DSDMPAIN appears 2 times DSDORCLS appears 2 times DSDOROPN appears 2 times DSFIRSHT appears 2 times DSFIRXPL appears 2 times DSGETPOW appears 2 times DSITEMUP appears 2 times DSITMBK appears 2 times DSNOWAY appears 2 times DSOOF appears 2 times DSPDIEHI appears 2 times DSPISTOL appears 2 times DSPLDETH appears 2 times DSPLPAIN appears 2 times DSPODTH1 appears 2 times DSPODTH2 appears 2 times DSPODTH3 appears 2 times DSPOPAIN appears 2 times DSPOSACT appears 2 times DSPOSIT1 appears 2 times DSPOSIT2 appears 2 times DSPOSIT3 appears 2 times DSPSTART appears 2 times DSPSTOP appears 2 times DSPUNCH appears 2 times DSRLAUNC appears 2 times DSRXPLOD appears 2 times DSSAWFUL appears 2 times DSSAWHIT appears 2 times DSSAWIDL appears 2 times DSSAWUP appears 2 times DSSGCOCK appears 2 times DSSGTATK appears 2 times DSSGTDTH appears 2 times DSSGTSIT appears 2 times DSSHOTGN appears 2 times DSSLOP appears 2 times DSSTNMOV appears 2 times DSSWTCHN appears 2 times DSSWTCHX appears 2 times DSTELEPT appears 2 times DSTINK appears 2 times DSWPNUP appears 2 times D_E1M1 appears 2 times D_E1M2 appears 2 times D_E1M3 appears 2 times D_E1M4 appears 2 times D_E1M5 appears 2 times D_E1M6 appears 2 times D_E1M7 appears 2 times D_E1M8 appears 2 times D_E1M9 appears 2 times D_INTER appears 2 times D_INTRO appears 2 times D_INTROA appears 2 times D_VICTOR appears 2 times SW18_7 appears 2 times doom1.wad only contains the 2nd SW18_7. 1 Quote Share this post Link to post
Revenant100 Posted March 25, 2017 I was checking through circa-1994 era magazine scans for Doom 2 articles and found one pre-release piece that featured screenshots of Sandy Petersen's original MAP07. This seems to be the first (and only?) public glimpse of the level before it was scrapped and completely replaced by American McGee's version, at least until Romero's asset releases in 2015. For whatever reason, there are some obvious discrepancies in the status bar. 0 Quote Share this post Link to post
Linguica Posted March 25, 2017 On 3/21/2017 at 5:33 PM, axdoom1 said: I forgot to say you can even wallrun against some diagonal walls in vanilla. Since Doom's P_SlideMove is buggy, you bump erratically against most diagonal walls when you try to slide along them, like if the wall was made of small orthogonal walls, so it remains rare because it's not really noticeable since it only works at specific angles. When I was writing up my Doom movement bible this was the one thing I was not able to sufficiently research (not without a LOT of effort). Wall running on a diagonal wall involves an entirely different mechanism than "normal" wall running and it's far more finicky - it relies on the same overestimation of slide movement used in void glides, and the rounding of angles so the game never tries to place the player inside a wall. Since it involves several different calculations piling on top of each other there was no easy way to systematically test it that I could find. One good demonstration spot is this wall in Map16: Straferun south along that angled wall and you will pretty consistently see a speed boost comparable to a "normal" wallrun. Also since you are going south it can't be the same mechanism as the normal wallrun since you don't get the doubled movement calculations from a southward run. 1 Quote Share this post Link to post
Linguica Posted March 25, 2017 29 minutes ago, Revenant100 said: For whatever reason, there are some obvious discrepancies in the status bar. Are you talking about the weird color shift, or the fact that the player is holding the shotgun despite not actually having the shotgun (0 shells, the "3" is not lit up)? 0 Quote Share this post Link to post
Deleted_Account Posted March 25, 2017 Also Mancubus shoots green and Phobos sky in Doom II. Early stuff, I know. 0 Quote Share this post Link to post
Gez Posted March 25, 2017 45 minutes ago, Revenant100 said: I was checking through circa-1994 era magazine scans for Doom 2 articles and found one pre-release piece that featured screenshots of Sandy Petersen's original MAP07. This seems to be the first (and only?) public glimpse of the level before it was scrapped and completely replaced by American McGee's version, at least until Romero's asset releases in 2015. For whatever reason, there are some obvious discrepancies in the status bar. I believe the reason is that these screenshots were taken while cheating (no red flash despite both screens showing the player getting hurt). They didn't want to show the cheat in action so they pasted status bars from different screenshots. 0 Quote Share this post Link to post
Linguica Posted March 25, 2017 There is never a red tint on the screen when taking screenshots with -devparm which is how I imagine they did it back then. Also on the back of the Doom 2 box the player is obviously cheating in several of the screenshots so it doesn't seem like they were particularly concerned with it. 0 Quote Share this post Link to post
Gez Posted March 25, 2017 There are differences between a prerelease article and a retail box, though. Maybe it's the magazine that didn't want cheated screenshots or whatever. Who knows? I doubt anyone who was involved in this particular case would remember. 0 Quote Share this post Link to post
RjY Posted March 25, 2017 6 hours ago, 38_ViTa_38 said: doom.wad 1.9 and 1.9ud contain many duplicate entries Indeed, it was noted in M.Fell's Unofficial Doom Specs (essential reading for the technically-minded and all would-be mappers!) Appendix A-3: DOOM.WAD Changes and Errors. Quote There are some imperfections in the DOOM.WAD file. All versions up to 1.666 have the SW18_7 lump included twice. Versions before 1.666 have the COMP03_8 lump twice. And with version 1.666 somebody really messed up, because every single DP* and DS* and D_* lump that's in the shareware DOOM1.WAD is in the registered DOOM.WAD twice. The error doesn't adversely affect play in any way, but it does take up an unnecessary 800k on the hard drive. 0 Quote Share this post Link to post
TwinBeast Posted March 25, 2017 Maybe I've noticed this before (but forgot and now noticed again)... with pc speaker sounds, OOF and NOWAY make different sounds, and the SKLDTH is duplicated from the other monster death bleeps. 0 Quote Share this post Link to post
riderr3 Posted March 25, 2017 (edited) The Plutonia big skull switch texture is actually made from IoS spawn cube. Or maybe it was originally a texture, not a sprite. Edited March 25, 2017 by riderr3 0 Quote Share this post Link to post
Gez Posted March 25, 2017 12 minutes ago, riderr3 said: The Plutonia big skull switch texture is actually made from IoS spawn cube. Or maybe it was originally a texture, not a sprite. Not the switch, but the brown door with a skull (A-BROWN4) does use a sprite (specifically BOSFA0). The skull switches (SW1SKULL/SW2SKULL) use patches (same name); though these patches were obviously based on the sprite; just clumsily rescaled (you can see the pixels have been doubled in height, and doubled or tripled in width) and, for SW2SKULL, with a really amateur red "glow" added to the eyes. TV did a good job cleaning them up and making them less embarrassing to look at in Plutonia 2. 0 Quote Share this post Link to post
roadworx Posted March 25, 2017 1 hour ago, TwinBeast said: Maybe I've noticed this before (but forgot and now noticed again)... with pc speaker sounds, OOF and NOWAY make different sounds, and the SKLDTH is duplicated from the other monster death bleeps. til you can play doom with pc speakers 0 Quote Share this post Link to post
Da Werecat Posted March 25, 2017 23 minutes ago, Gez said: TV did a good job cleaning them up and making them less embarrassing to look at in Plutonia 2. I remember them still being pretty blurry there, but at least they looked like some effort was put into them. 0 Quote Share this post Link to post
riderr3 Posted March 25, 2017 57 minutes ago, Da Werecat said: I remember them still being pretty blurry there, but at least they looked like some effort was put into them. PSX Final Doom have more clear and sinister skull, they had to take him from there. 0 Quote Share this post Link to post
Revenant100 Posted March 26, 2017 More trivia: Doom's levels were built on a combination of heavy metal, hardcore rap, Himalayan throat music, and Gaelic folk tunes. 1 Quote Share this post Link to post
Jaws In Space Posted March 27, 2017 Hmm I just listened to some Himalayan throat music & now I suddenly want to aggressively align SP_ROCK & coat my buildings with FIREBLU. 3 Quote Share this post Link to post
Havoc Crow Posted March 29, 2017 Heretic's E1M6 (Cathedral) music sounds rather similar to The Demons from Adrian's Pen. 0 Quote Share this post Link to post
ShoDemo Posted March 29, 2017 Slough of Despair from E3 in Doom 1 looks like a hand. I was surprised. 0 Quote Share this post Link to post
42PercentHealth Posted March 29, 2017 3 minutes ago, ShotgunDemolition said: Slough of Despair from E3 in Doom 1 looks like a hand. I was surprised. Have you ever looked at the map of Zedek's Tomb before opening the first door at the end of the long hallway? 0 Quote Share this post Link to post
Bauul Posted March 29, 2017 Today I learned that you can create slopes in DB by simply selecting the vertex in Visual Mode and rolling the mouse wheel. I had been defining them manually with an direction angle, a height offset and a slope degree, and minutely iterating between the three to reach the right overall look. It took about ten minutes per slope to get right, and all this time I could have just clicked and scrolled? God. Damn. It. 1 Quote Share this post Link to post
Gez Posted March 29, 2017 1 hour ago, Bauul said: Today I learned that you can create slopes in DB by simply selecting the vertex in Visual Mode and rolling the mouse wheel. Only works with triangular sectors; though you can always cut a more complex shape in two and put a Plane_Copy on the dividing line. 0 Quote Share this post Link to post
axdoomer Posted April 1, 2017 (edited) The French version of Doom has a 'WIOBJ' lump that displays the word 'obj.', which is used for the same purpose as 'WIOSTI' which displays 'objets'. It's because when Doom was translated, the word 'items' took more space in French so they had to shorten it for the multiplayer intermission screen. This is exclusive to the French version. The source code has a comment that says "Yuck" just before it checks which lump to choose. Edited April 1, 2017 by axdoomer 1 Quote Share this post Link to post
Matthias Posted April 3, 2017 On 3/29/2017 at 8:19 PM, Bauul said: Today I learned that you can create slopes in DB by simply selecting the vertex in Visual Mode and rolling the mouse wheel. I had been defining them manually with an direction angle, a height offset and a slope degree, and minutely iterating between the three to reach the right overall look. It took about ten minutes per slope to get right, and all this time I could have just clicked and scrolled? God. Damn. It. well, you can also drag textures and pull them :) 0 Quote Share this post Link to post
Bauul Posted April 3, 2017 On 3/29/2017 at 1:13 PM, Gez said: Only works with triangular sectors; though you can always cut a more complex shape in two and put a Plane_Copy on the dividing line. Yeah, it's a shame you can't (for example) select two vertices at the edge of a 4 sided shame and scroll them both up in tandem to create the slope, but given slopes created with this method can also be flipped and rotated (while ones where you manually define the angle can't) it's still all in all a much, much more efficient approach to take. 1 Quote Share this post Link to post
snapshot Posted April 4, 2017 There's a texture called AASHITTY in Doom 2. 1 Quote Share this post Link to post
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