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Things about Doom you just found out


Sigvatr

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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. 

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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?

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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 by Dragonfly

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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.

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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.

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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! :)

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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.

AjB4EHh.gif

15 rockets!

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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? 

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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 by axdoomer

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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 by galileo31dos01

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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.

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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 by axdoomer

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@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 by scifista42

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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. 

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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.

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@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.

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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.

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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.)

 

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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?"

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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"

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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.

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