Angry Saint Posted April 4, 2017 ... and what about the BROWNHUG texture? 0 Quote Share this post Link to post
BigDickBzzrak Posted April 4, 2017 The starting door in E3M8 halfway tiles vertically. But it's not visible without freelook. You thought you could fool us, Sandy? 0 Quote Share this post Link to post
axdoomer Posted April 5, 2017 On the two lower skill levels, if you play E4M4, Spectres will be blocking the door near the exit that release Cacodemons on higher skill levels. This will strangely prevent 3 of the 4 metal bars blocking the access to the exit from lowering. The DoomWiki says you can kill them through the walls with the rocket launcher. I didn't try, but I went there with the noclip cheat. The Spectres appear to be through the ceiling, but when they try to bite you, they appear on the floor and it allows the "door" (that opens by moving into the floor) where they are to open for while they are biting. Strange. I've never played on the lower skill levels except to see what is different from other skill levels, so I discover new things, like the blue armor on E1M2 after the tall lift when going to the exit. Those two first skill levels are just too easy, I don't see why they are even there. 0 Quote Share this post Link to post
scifista42 Posted April 5, 2017 4 hours ago, axdoomer said: Those two first skill levels are just too easy, I don't see why they are even there. For people who don't run and don't strafe? 2 Quote Share this post Link to post
Dragonfly Posted April 5, 2017 (edited) 5 hours ago, axdoomer said: Those two first skill levels are just too easy, I don't see why they are even there. Without those skill levels, I probably wouldn't have shown much of an interest in Doom when I was a child/teenager, which would then mean I wouldn't be here on these forums today. Remember not everyone is a skilled/veteran gamer. Edited April 5, 2017 by Dragonfly 9 Quote Share this post Link to post
axdoomer Posted April 8, 2017 Just found out Doom has a "novideo" parameter. You just write "Doom.exe novideo" and the game stays in text-mode. This does not last long, DOSBox prints "Exit to error: INT: Gate Selector points to illegal descriptor with type 0" to its console then exits. 0 Quote Share this post Link to post
silentzorah Posted April 8, 2017 I honestly didn't know the Spider Mastermind was immune to splash damage from rockets until recently. I thought that was a Cyberdemon-specific thing to keep it from killing itself with its own rockets. 0 Quote Share this post Link to post
Bauul Posted April 8, 2017 On 4/5/2017 at 2:22 AM, Dragonfly said: Without those skill levels, I probably wouldn't have shown much of an interest in Doom when I was a child/teenager. Totally agree. I played Doom on ITYTD so much as a kid that the in my mind the "proper" version of many IWAD levels is the difficulty level 1 version. For example, in my mind there shouldn't be any Lost Souls in the Tower of Babel. When I remade it in Doom 3 years ago for a bit of fun, I didn't even think to include any! :) 1 Quote Share this post Link to post
RjY Posted April 8, 2017 45 minutes ago, silentzorah said: I honestly didn't know the Spider Mastermind was immune to splash damage from rockets until recently. I thought that was a Cyberdemon-specific thing to keep it from killing itself with its own rockets. It certainly would make E3M8 easier. 15 rockets! 0 Quote Share this post Link to post
galileo31dos01 Posted April 8, 2017 On 5/4/2017 at 1:06 AM, axdoomer said: On the two lower skill levels, if you play E4M4, Spectres will be blocking the door near the exit that release Cacodemons on higher skill levels. This will strangely prevent 3 of the 4 metal bars blocking the access to the exit from lowering. The DoomWiki says you can kill them through the walls with the rocket launcher. I didn't try, but I went there with the noclip cheat. The Spectres appear to be through the ceiling, but when they try to bite you, they appear on the floor and it allows the "door" (that opens by moving into the floor) where they are to open for while they are biting. Strange. I've never played on the lower skill levels except to see what is different from other skill levels, so I discover new things, like the blue armor on E1M2 after the tall lift when going to the exit. Those two first skill levels are just too easy, I don't see why they are even there. You know, this happened to me when I tested Freedoom Phase 1 Episode 1, one of the demon-like monsters suddenly disappeared and it was, well like the case you explained. Is it a common bug? 0 Quote Share this post Link to post
axdoomer Posted April 8, 2017 (edited) 2 hours ago, galileo31dos01 said: You know, this happened to me when I tested Freedoom Phase 1 Episode 1, one of the demon-like monsters suddenly disappeared and it was, well like the case you explained. Is it a common bug? Sorry, I don't know what you are talking about. It's not " suddenly disappearing". You should provide me with a demo so I could check this out. Check my demo to see where they are and the bug. You can't reach to them without using noclipping. BUG_E4M4.zip EDIT: Even better, a video: Edited April 8, 2017 by axdoomer 0 Quote Share this post Link to post
galileo31dos01 Posted April 9, 2017 (edited) Ok, a video explains it better, (go to 1:15): Last time, it happened with the same Worm not at the exact same point, also it could bite me, similar to the revenants in Doom 2 MAP28 Edited April 9, 2017 by galileo31dos01 0 Quote Share this post Link to post
Diabolución Posted April 9, 2017 I already noticed this issue a time ago. A Chocolate / Vanilla savegame which reproduces this issue. The remaining worm gets stucked one (several) story(-ies) lower than expected. http://www.mediafire.com/?78ao2pgj5ggiebb 0 Quote Share this post Link to post
baja blast rd. Posted April 9, 2017 13 hours ago, RjY said: It certainly would make E3M8 easier. 15 rockets! Not to mention this fight. 0 Quote Share this post Link to post
BigDickBzzrak Posted April 9, 2017 (edited) On 8.4.2017. at 6:45 PM, RjY said: It certainly would make E3M8 even easier. FTFY Edited April 9, 2017 by bzzrak 1 Quote Share this post Link to post
galileo31dos01 Posted April 9, 2017 15 hours ago, Litrivin said: I already noticed this issue a time ago. A Chocolate / Vanilla savegame which reproduces this issue. The remaining worm gets stucked one (several) story(-ies) lower than expected. http://www.mediafire.com/?78ao2pgj5ggiebb This time you can kill the Worm, in my cases I couldn't, what could probably cause this issue? 0 Quote Share this post Link to post
Bauul Posted April 10, 2017 Today I learned the sprite for the Evil Eye thing is misaligned 4 map units too low. I had to brush up the old self-referencing sector to get it to sit at the right floor height. 1 Quote Share this post Link to post
axdoomer Posted April 10, 2017 (edited) 13 hours ago, galileo31dos01 said: This time you can kill the Worm, in my cases I couldn't, what could probably cause this issue? I've been playing Doom for a very, very long time. It's the first time I ever see this. Technical explanation would be welcome. I've never read about it before so there may not be a lot of people who know that this bug exists. Demo: weirdbug.zip Edited April 10, 2017 by axdoomer 0 Quote Share this post Link to post
scifista42 Posted April 10, 2017 (edited) @Bauul: I believe it's deliberately aligned that way, like many other sprites. The logic goes like, since most of the time you will be looking at the thing from above, it can emulate standing on the ground better that way than if its sprite's bottom-most pixel was on the ground level. The effect just ends up looking bad if your eyes are roughly at the same level as the floor on which the thing stays on and there is a ledge's edge between you and the thing. Edited April 10, 2017 by scifista42 0 Quote Share this post Link to post
axdoomer Posted April 10, 2017 10 minutes ago, scifista42 said: @Bauul: I believe it's deliberately aligned that way, like many other sprites. The logic goes like, since most of the time you will be looking at the thing from above, it can emulate standing on the ground better that way than if its sprite's bottom-most pixel was on the ground level. The effect just ends up looking bad if your eyes are roughly at the same level as the floor on which the thing stays on and there is a ledge's edge between you and the thing. Yes, but I think it's worse for the evil eye thing. I think they manually aligned sprites when they did Doom, which resulted in such mistakes. 0 Quote Share this post Link to post
scifista42 Posted April 10, 2017 I know it's aligned deeper into the ground than the lone candle is, but I still think this was intentional rather than accidental, for the sake of the thing's appearance when viewed from above, they just didn't care about its appearance next to a ledge or in comparison with lone candles. 0 Quote Share this post Link to post
Bauul Posted April 10, 2017 @scifista42 You're probably right: I had positioned it on a 24 unit high raised alter with two normal candles on either side, so it was extremely obvious it was sunk into the ground. Especially given the center of the sprite was above the floor height, so it didn't clip the bottom at all - it looked really visually unpleasant. Probably one of those things that it took the specific map I was building to notice. 0 Quote Share this post Link to post
ETTiNGRiNDER Posted April 10, 2017 On 3/8/2017 at 11:22 AM, 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.) Is it port-safe? Totally going to keep that effect in mind for future mapping if so. 0 Quote Share this post Link to post
Gez Posted April 10, 2017 It won't work with old versions of ZDoom, but the issue was discovered and fixed a few years ago, so it should be port-safe yes. (The issue only happened because of ZDoom's adoption of the Hexen format where light level was expressed on just one byte. Fixing it just meant going back to an int for the internal representation of light level.) 0 Quote Share this post Link to post
nxGangrel Posted April 11, 2017 I just found out the 25+ Health pickups are spelled "Medikit". I always thought it was just "Medkit". 1 Quote Share this post Link to post
42PercentHealth Posted April 11, 2017 3 minutes ago, nxGangGirl said: I just found out the 25+ Health pickups are spelled "Medikit". I always thought it was just "Medkit". Will you change the way you pronounce it, or do you intend to keep saying "medkit?" 0 Quote Share this post Link to post
Dragonfly Posted April 11, 2017 ^ I have a similar issue with Stimpacks. Many games have healing items called 'Stimpak', without the C. 0 Quote Share this post Link to post
nxGangrel Posted April 11, 2017 7 minutes ago, 42PercentHealth said: Will you change the way you pronounce it, or do you intend to keep saying "medkit?" I'm always gonna say and spell "Medkit". It's been like that for me since forever. Same with "Plasma Rifle" instead of "Plasma Gun" 2 Quote Share this post Link to post
42PercentHealth Posted April 11, 2017 Just now, nxGangGirl said: I'm always gonna say and spell "Medkit". It's been like that for me since forever. Same with "Plasma Rifle" instead of "Plasma Gun" I know for me, changing the way I write something is easy, but changing the way I pronounce it is another matter. Somehow I feel like I'm being a snob if I say everything correctly. 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.