Vermil Posted March 22, 2020 (edited) The Cacodemons lacking an actual melee attack is probably what gave rise to the urban myth that 'Cacodemons turn away from you when you chainsaw them, rendering them unable to attack you'. Edited March 22, 2020 by Vermil 0 Quote Share this post Link to post
spd7693 Posted March 22, 2020 @plums I also noticed if the missle orbits you and you pause, when you unpause the missle is gone. I did it a few times in one of my runs of Odissey Of Noises. 0 Quote Share this post Link to post
Redneckerz Posted March 24, 2020 Note: This will change in the future. Go to: https://www.doomworld.com/idgames Click on Search (https://www.doomworld.com/idgames/?search) Select in the search for ''Whole textfile'' Type: ''doom2.exe'' (''Doom2.exe'' is also fine) Check the result: We live in extraordinary times. 25 Quote Share this post Link to post
Gokuma Posted March 27, 2020 In vanilla doom.exe, linedefs with specials have to be a distance of 18 apart or at least more than 16 or the second one won't work. Here I thought I was clever placing linedef specials a distance of 2 apart in vanilla format. 1 Quote Share this post Link to post
Scypek2 Posted March 27, 2020 1 hour ago, Gokuma said: In vanilla doom.exe, linedefs with specials have to be a distance of 18 apart or at least more than 16 or the second one won't work. Here I thought I was clever placing linedef specials a distance of 2 apart in vanilla format. That only applies to S1/SW linedefs, since pressing use only tries to activate the first one and the player has a radius of 16. Walk-over linedefs can be as close to each other as you like. The only difference between vanilla and non-vanilla is that in vanilla walk-over or gunfire actions can block switch actions when pressing use. 4 Quote Share this post Link to post
Gokuma Posted March 28, 2020 (edited) Recreating the PSX secret exit in E2M7, a D1/DR red key door wouldn't work with a WR line opening a door elsewhere in front of it with them spaced at 16 apart. But D1/DR is basically the same thing as S1/SR. I also found out you can't have a floor and ceiling of the same sector move at the same time, so I had to a W1 line much farther ahead, and then WR line a ways afterward to move the other part. Edited March 28, 2020 by Gokuma 0 Quote Share this post Link to post
Redneckerz Posted March 29, 2020 (edited) It seems @Ralphis was inspired by The Pointer Sisters when he produced one of the tracks for Action Doom 2. Case in point, track 3: Bar Fight. Starts from 0.09: Now compare that to The Pointer Sisters - I'm So Excited. Starts from 0.43: Coincidence? I think not!!! Edited March 29, 2020 by Redneckerz 4 Quote Share this post Link to post
Ralphis Posted March 29, 2020 You think correct. Not a coincidence 2 Quote Share this post Link to post
Scypek2 Posted March 29, 2020 I just found out how well cartoony graphics synergize with fancy texture resizing settings. The same settings make Doom sprites look awful, but here it's like a full-on HD remake! 5 Quote Share this post Link to post
DOEL Posted March 29, 2020 37 minutes ago, Scypek2 said: I just found out how well cartoony graphics synergize with fancy texture resizing settings. The same settings make Doom sprites look awful, but here it's like a full-on HD remake! Not gonna lie, I like texture filtering and resizing, it makes everything look pastel. About half the time, I turn up all those settings to max when I play with GLBoom+. The other half I turn them all off for that original chunky feel. 0 Quote Share this post Link to post
Maximum Matt Posted April 4, 2020 I don't know where else to write this, it's just a coincidence, but still trippy - last night I got wasted and was going though my old CDs, and I happened to leave three next to the stereo; 'King For A Day' by Faith No More, 'Nothing' by Meshuggah, and 'Far Beyond Driven' by Pantera. And I just realized right now that the covers are respectively bright red, yellow and blue. 2 Quote Share this post Link to post
Gez Posted April 4, 2020 Turn them into keycard replacement sprites. 3 Quote Share this post Link to post
Gokuma Posted April 4, 2020 In vanilla doom.exe, things with mass 90 or lower, probably anything less than 100, sometimes pass over teleport lines without being teleported, at least when shoved by a rocket or berserk punch. 0 Quote Share this post Link to post
joshthenesnerd Posted April 6, 2020 the opening to e2m6 is a happy kitty 16 Quote Share this post Link to post
GamingMarine Posted April 6, 2020 TIL that, according to an old Facebook post from John Romero, the Arch-Vile was going to be named the Medic. 5 Quote Share this post Link to post
hawkwind Posted April 6, 2020 If these have been mentioned before, my apologies. 1. Notice the difference, when at doom2 map18 sector 46, and look towards sector 48. In software, you can see the floor flat mflr8_4, Which hides the lower sky hemisphere, whereas in hardware, the floor is not rendered, revealing the lower sky sphere if at sector 47. Interestingly, to nearly emulate software, just give sector 48 a ceiling height of 1. 2. Doom2 map 27 line 342 is erroneously flagged impassible. 2 Quote Share this post Link to post
taufan99 Posted April 6, 2020 3 hours ago, GamingMarine said: the Medic Which later became a QUAKE II enemy too. 0 Quote Share this post Link to post
Gez Posted April 7, 2020 Found out while researching stuff about DE's soundtrack that it had a choir that included this guy, who likely committed suicide a few months after participating in the recording. That was a bummer. 10 Quote Share this post Link to post
hawkwind Posted April 8, 2020 (edited) E1M1 looks a bit like a cross between the plasmarifle and the bfg Edited April 8, 2020 by hawkwind 1 Quote Share this post Link to post
iUsuallyDie Posted April 8, 2020 18 hours ago, hawkwind said: E1M1 looks a bit like a cross between the plasmarifle and the bfg For the longest time, I thought it was meant to be a plasma pistol. Today I found out you can close ZDL by pressing Escape. 0 Quote Share this post Link to post
noisebloom Posted April 8, 2020 I just found out it was the first Doom game 0 Quote Share this post Link to post
noisebloom Posted April 8, 2020 On 4/4/2020 at 4:12 AM, Maximum Matt said: 'King For A Day' by Faith No More Yes 1 Quote Share this post Link to post
PixelGuy666 Posted April 9, 2020 The archvile's death sound is edited audio of a little girl saying "Why?" 1 Quote Share this post Link to post
joshthenesnerd Posted April 9, 2020 1 minute ago, PixelGuy666 said: The archvile's death sound is edited audio of a little girl saying "Why?" i always thought the vile was saying why stretched out into 4 syllables. "wha-ha-ha-haiiiii?" 4 Quote Share this post Link to post
PixelGuy666 Posted April 9, 2020 I just thought it was a creepy death cry. 0 Quote Share this post Link to post
ABRACADABRA Posted April 9, 2020 (edited) Just found out that in gameplay reveal of Doom Eternal shotgun can hold 60 shells instead of a current 24 joke, chainsaw had more pips and there were a lot more ammo laying around and in general you could keep more. Also, you could use meathook several times in a row without a cooldown and arachnotrons wasn't remotely that irritating Edited April 9, 2020 by ABRACADABRA 6 Quote Share this post Link to post
SaladBadger Posted April 9, 2020 if I remember correctly, id designers have also confirmed that the QuakeCon 2018 footage is basically complete baloney. Misleading and frustrating? Sure, but it's the sad nature of this industry I guess. 1 Quote Share this post Link to post
Edward850 Posted April 9, 2020 (edited) 3 hours ago, SaladBadger said: if I remember correctly, id designers have also confirmed that the QuakeCon 2018 footage is basically complete baloney. Misleading and frustrating? Sure, but it's the sad nature of this industry I guess. Remembered incorrectly. The video was true at the time, they basically were just using Doom 2016's "settings" as is. They later found this to be causing problems due to the additions (such as the meathook) and found the gameplay loop was stagnating, which is why they went for changing the necessity of the chainsaw for ammo. Edited April 10, 2020 by Edward850 4 Quote Share this post Link to post
SaladBadger Posted April 9, 2020 (edited) Ah, that's reasonable enough, and I've heard as much from folk who are involved with id software. I double checked the source and the guy I had initially heard that from and he mentioned it was from one of the noclip interviews with Hugo Martin, but not which one. Guess I have some digging to do... (edit: and certainly, when you watch the footage here, you can see how little struggle the enemies are presenting for the player. Especially the arachnotron. It might be less annoying but it also accomplishes absolutely fuck all in the game) ed: for those curious, relevant article on the subject. Edited April 9, 2020 by SaladBadger 0 Quote Share this post Link to post
taufan99 Posted April 10, 2020 I find it funny that some people write DOOM's name as DooM (especially after Bobby Prince's 1997 album DooM Music), but never Boom as BooM. 4 Quote Share this post Link to post
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