Gez Posted June 8, 2015 LigH said:But this was used rather by Duke Nukem later. Most if not all of Duke's one-liners are stolen from various action movies. Hail to the king, baby! 0 Quote Share this post Link to post
Krazov Posted June 8, 2015 They are not stolen, they pay a tribute to action movies. I always liked Caleb from “Blood” more than Duke. Shame that he wasn’t so keen in commenting reality in “Blood II.” 0 Quote Share this post Link to post
Avoozl Posted June 8, 2015 I like both Lo Wang and Caleb than Duke Nukem, Duke Nukem just doesn't interest me as a character whatsoever. 0 Quote Share this post Link to post
Havoc Crow Posted June 8, 2015 Come on, they're no match for Doomguy's complex multi-layered personality, witty one-liners and character development. 0 Quote Share this post Link to post
Blastfrog Posted June 8, 2015 It's entirely possible to get stuck in a monster when changing maps in Strife. 0 Quote Share this post Link to post
nxGangrel Posted June 8, 2015 Just figured out Arch-Viles can kill themselves with their own splash damage, and the lost soul texture was slightly changed in Doom 2. (thank the wiki) 0 Quote Share this post Link to post
Gothic Posted June 12, 2015 Today I found PUNISHER.WAD which was sort of a precursor of Go 2 it. 0 Quote Share this post Link to post
DeathMetalAccountant Posted June 12, 2015 I discovered that E2M6 isn't the only map where you can walk "behind" the fake entrance door. The same thing happens in E1M2 with the secret computer maze. 0 Quote Share this post Link to post
Jon Posted June 12, 2015 I hadn't realised that the DEMO* lumps changed with each new version of Doom. With retrospect the had to, but it's interesting to see how different the demos are between the versions. 0 Quote Share this post Link to post
joe-ilya Posted June 12, 2015 "Picked up a medkit that you really needed" message doesn't appear in vanilla. 0 Quote Share this post Link to post
Linguica Posted June 12, 2015 Jon said:I hadn't realised that the DEMO* lumps changed with each new version of Doom. With retrospect the had to, but it's interesting to see how different the demos are between the versions. Is that why you edited the doomwiki page like a madman? 0 Quote Share this post Link to post
kb1 Posted June 12, 2015 joe-ilya said:"Picked up a medkit that you really needed" message doesn't appear in vanilla.I was sure that it used to, say in Doom 1.0, or so. I remember reading about the bug that prevents the message from appearing, and I had to double check the game, 'cause I distinctly remember seeing that very message actually appear during gameplay. How could that be? And, if it did used to appear, why would someone change the code? 0 Quote Share this post Link to post
Gez Posted June 12, 2015 kb1 said:I was sure that it used to, say in Doom 1.0, or so. I remember reading about the bug that prevents the message from appearing, and I had to double check the game, 'cause I distinctly remember seeing that very message actually appear during gameplay. How could that be? And, if it did used to appear, why would someone change the code? Dunno. The code is simple: case SPR_MEDI: if (!P_GiveBody (player, 25)) return; if (player->health < 25) player->message = GOTMEDINEED; else player->message = GOTMEDIKIT; break;I suppose it could have been changed; suppose it was originally this: case SPR_MEDI: if (player->health < 25) player->message = GOTMEDINEED; else player->message = GOTMEDIKIT; if (!P_GiveBody (player, 25)) return; break; Then you get correct behavior when picking up a medikit and being severely wounded, but on the other hand you set a pickup message even when you're 100%+ healthy and not actually picking up a medikit. 0 Quote Share this post Link to post
Jon Posted June 12, 2015 Linguica said:Is that why you edited the doomwiki page like a madman? He he yes glad you noticed! More work to do there too. I got sidetracked whilst working on pitched sounds. 0 Quote Share this post Link to post
VGamingJunkie Posted June 12, 2015 Unless I'm mistaken, the coding was there but was virtually impossible to see during normal game-play because they mistakenly made the check after it healed you so there's no way it would be low enough since it restores exactly the same amount of health you need to be under. Kind of like how the ouch face was supposed to display under extreme damage but, due to buggy coding, only appeared if you simultaneously healed. 0 Quote Share this post Link to post
Ledillman Posted June 12, 2015 I can't believe I just found this floor thingy: ignore the fact that I used IDKFA to reach that part and take the screenie. 0 Quote Share this post Link to post
Blastfrog Posted June 12, 2015 Yeah, known about that one for a while, already fixed it in my "unmaker edition" mapset. Very likely that the room originally used nukage, given that it was originally a Tei Tenga techbase and not a Deimos/Hell hybrid as in the final game. I wouldn't be surprised if the pipe-with-nukage-glow texture (don't remember its name offhand) covered the walls, as that was originally used in the same situation in the 0.5 version of E2M3. Must've been some intermediary state between the 0.5 and 1.1 versions of the level available to the public, as it has remnants of the former's texture scheme, yet that room did not exist mid-May. 0 Quote Share this post Link to post
kb1 Posted June 13, 2015 Gez said:Dunno. The code is simple: case SPR_MEDI: if (!P_GiveBody (player, 25)) return; if (player->health < 25) player->message = GOTMEDINEED; else player->message = GOTMEDIKIT; break;I suppose it could have been changed; suppose it was originally this: case SPR_MEDI: if (player->health < 25) player->message = GOTMEDINEED; else player->message = GOTMEDIKIT; if (!P_GiveBody (player, 25)) return; break; Then you get correct behavior when picking up a medikit and being severely wounded, but on the other hand you set a pickup message even when you're 100%+ healthy and not actually picking up a medikit.I'll check this weekend, but I'm sure that, maybe the v0.99 shareware or so, used to correctly show the message, 'cause I remember thinking "yeah, I haven't seen that message in a while...". I've always thought that that was a really goofy solution - using the thing's sprite to determine what was picked up. But, if you change the code to use, say, mobjtype, or doomednum, you run the risk of messing up DeHacked patches that alter pickups. 0 Quote Share this post Link to post
axdoomer Posted June 14, 2015 Cyberdemon could mean "demon of the Internet". 0 Quote Share this post Link to post
LigH Posted June 14, 2015 Not very probable. Rather based on "cybernetic" (based on greek, meaning "skilled in steering or governing", according to Wikipedia; today rather related to handling technology containing a regulatory circuit). A "cyborg" is a "cybernetic organism", a combination of biology and technology. The word 'cybernétique' was also used in 1834 by the physicist André-Marie Ampère (1775–1836) to denote the sciences of government in his classification system of human knowledge. That was slightly before the development of the internet, I believe... Using the term for technology started around 1940, adopting biological regulations into technological regulatory circuits. 0 Quote Share this post Link to post
VGamingJunkie Posted June 14, 2015 The word cyber has a secondary meaning on the internet, one that's much dirtier in meaning. Let's just say, when I used the term Cyberdemon on a forum once, it got me name banned. 0 Quote Share this post Link to post
Avoozl Posted June 14, 2015 axdoom1 said:Cyberdemon could mean "demon of the Internet".Or it's just a shortened form of cybernetic. 0 Quote Share this post Link to post
Linguica Posted June 14, 2015 DOOM NUBLET: The berserk pack wears off. DOOM EXPERT: Actually, the berserk pack lasts the whole level. DOOM PEDANT: (pushes up glasses) ACTUALLY, the berserk pack WILL wear off after powers[pw_strength] loops through the entire 32-bit integer range and returns to zero. This takes a little less than four years. 0 Quote Share this post Link to post
VGamingJunkie Posted June 14, 2015 Common sense: Most people don't take 4 years to complete a level. 0 Quote Share this post Link to post
axdoomer Posted June 14, 2015 I also found out that the cyberdemon from Doom 3 has a long tail that is attached in its upper back. MetroidJunkie said:The word cyber has a secondary meaning on the internet, one that's much dirtier in meaning. Yeah, the cyberdemon is a dirty bitch. 0 Quote Share this post Link to post
Superluigieth1 Posted June 14, 2015 LigH said:That was slightly before the development of the internet, I believe... WWW came out to NeXT boxes (NeXTCube) in 1990. 0 Quote Share this post Link to post
Job Posted June 14, 2015 How did the sprite artist draw the animation frames for the cyberdemon's ass without snickering every few minutes? Must've taken forever. 0 Quote Share this post Link to post
Linguica Posted June 14, 2015 MetroidJunkie said:Common sense: Most people don't take 4 years to complete a level. Also, after a mere 2 years, your screen goes bright red and stays that way for the rest of the time. 0 Quote Share this post Link to post
Buckshot Posted June 14, 2015 Linguica said:DOOM PEDANT: (pushes up glasses) ACTUALLY, the berserk pack WILL wear off after powers[pw_strength] loops through the entire 32-bit integer range and returns to zero. This takes a little less than four years. I'm honestly half tempted to install DOS on some old machines I have laying around, connect each to a different ups, install doom v1.666 and test this. Though, there's probably too many variables... hardware failures, system hangs, etc. But I do have all that equipment and a perfect storage room (that has its own site-integrated UPS in the power outlets and is pretty much a huge concrete vault area) at work to test this with, where we often leave ancient servers and equipment running for global legacy archive reasons. Some of that shit has been running strong for over a decade+ with miminal issues. I guess minimizing any potential crash/system hangs for such a time capsule project would be priority.. not enabling sound card, any drivers/IRQ settings. probably put a new psu in each just to rule out that dying over the next 4 years. HMMMMM.... this might actually be possible after all. There's also some old SPARC stations and a boxed copy of Solaris I could image them with back there, just get it up and going in that for stability over DOS I suppose... 0 Quote Share this post Link to post
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