antares031 Posted October 31, 2015 In DeHacked, Quantity of projectile's actual damage is determined by multipling natural number between 1 and 8. 0 Quote Share this post Link to post
SavageCorona Posted October 31, 2015 lol i love when the english language confuses two different people and one's first language is english to begin with I did mean foresight, rather than the in-the-moment creativity. 0 Quote Share this post Link to post
Memfis Posted October 31, 2015 Droplets of blood appear on the monsters, fall down and only then disappear. I've never noticed the falling part before. 0 Quote Share this post Link to post
Avoozl Posted November 1, 2015 More related to Doomworld than Doom but with the post hell music I just realized what I thought was supposed to be a zombie moaning is actually a cow mooing. 0 Quote Share this post Link to post
scifista42 Posted November 2, 2015 I've just found out that in Doom 2 MAP16, you can easily get behind the first Archvile's back without alerting him, by going around the southern building without firing. You will alert a Revenant along the way, though. 0 Quote Share this post Link to post
SavageCorona Posted November 2, 2015 And here I was shotgunning him from the window tellin that damn kid to get awf mah lawn 0 Quote Share this post Link to post
Doomkid Posted November 3, 2015 Memfis said:Droplets of blood appear on the monsters, fall down and only then disappear. I've never noticed the falling part before. Oddly enough, in the beta, they stayed afloat without dropping. 0 Quote Share this post Link to post
LogicDeLuxe Posted November 3, 2015 In the Drawn Together episode "Xandir and Tim, Sitting in a Tree", there are at least three Doom arcade cabinets in the scene where the cops threaten a Whack a Mole player. 0 Quote Share this post Link to post
Tritnew Posted November 3, 2015 Already knew about that, I will be honest. I never watched that show, merely because It looked like It was cashing off South Park's popularity. Anyways, I just barely found out that the Mancubi's hit box was more tiny In the original Dos versions, or bigger. 0 Quote Share this post Link to post
40oz Posted November 4, 2015 scifista42 said:Doom 2 MAP16 12LETTERS? 0 Quote Share this post Link to post
scifista42 Posted November 4, 2015 ^ It's a custom DEHACKED which I prepared for myself, in case I ever succeed to make a vanilla/limit-removing 32-map set. The number indicates how many letters I can use in the map's name, to not exceed the maximum character limit of the respective automap string in vanilla DEHACKED, assuming that I name all maps in "MAPxx: Mapname" format. For example I can name MAP16 as "MAP16: DOOMDOOMDOOM" (12 letters), but no longer than that. So I tentatively changed all automap names to remind me how many letters I can use in the map's name. 0 Quote Share this post Link to post
Looper Posted November 4, 2015 scifista42 said:So I tentatively changed all automap names to remind me how many letters I can use in the map's name. Isn't it 12 for every map in this case? :P All that work to remember one number, 12 D: 0 Quote Share this post Link to post
scifista42 Posted November 4, 2015 It is never less than 12 letters, but some maps (actually most of them) allow more:MAP01: 12 letters MAP02: 12 letters MAP03: 16 letters MAP04: 12 letters MAP05: 20 letters MAP06: 16 letters MAP07: 16 letters MAP08: 20 letters MAP09: 12 letters MAP10: 20 letters MAP11: 24 letters MAP12: 16 letters MAP13: 12 letters MAP14: 20 letters MAP15: 20 letters MAP16: 12 letters MAP17: 12 letters MAP18: 16 letters MAP19: 16 letters MAP20: 12 letters MAP21: 12 letters MAP22: 16 letters MAP23: 20 letters MAP24: 12 letters MAP25: 16 letters MAP26: 24 letters MAP27: 16 letters MAP28: 20 letters MAP29: 20 letters MAP30: 16 letters MAP31: 16 letters MAP32: 12 letters 0 Quote Share this post Link to post
Hoodie Posted November 4, 2015 I'm always learning shit...Never knew about those letters... 0 Quote Share this post Link to post
Gez Posted November 4, 2015 All are multiples of four, so I guess it's a question of byte alignment (for 32-bit programs, you get better memory access performances if memory addresses are divisible by four). Taking into account the null byte that closes the string, "entryway" is nine bytes, "underhalls" is 11 bytes, but "the gantlet" is 12 bytes. The longest, "the abandoned mines", is 20 bytes. So it's not just padding to get to the next multiple of four, it's always padding, resulting in a full +4 bytes when the string length is already a multiple of four. 0 Quote Share this post Link to post
Graf Zahl Posted November 4, 2015 Gez said:All are multiples of four, so I guess it's a question of byte alignment (for 32-bit programs, you get better memory access performances if memory addresses are divisible by four). That's precisely what compilers do. Any static variable - and the names are static character arrays will start on a 4 byte boundary unless compiler defaults are changed. 0 Quote Share this post Link to post
BaronOfStuff Posted November 4, 2015 Tritnew said:Anyways, I just barely found out that the Mancubi's hit box was more tiny In the original Dos versions, or bigger. More tiny? Or bigger? Make up your mind, man. And compared to which port? ZDoom? This isn't a change in hitbox size (or Thing radius) at all, but rather down to ZDoom fixing the Blockmap Bug that made slapping the shit out of those fat bastards (and any other reasonably large monster) so difficult and awkward in the DOS days. Same bug was also why a SSG blast would occasionally fail to one-shot a Demon/Spectre despite being at point-blank range. 0 Quote Share this post Link to post
SavageCorona Posted November 4, 2015 You mean the bug that stops you 2-shotting demons with the normal shotgun yet it still plagues me even though I regularly use ZDoom based ports over more classic ports like Boom? 0 Quote Share this post Link to post
Gez Posted November 4, 2015 SavageCorona said:You mean the bug that stops you 2-shotting demons with the normal shotgun yet it still plagues me even though I regularly use ZDoom based ports over more classic ports like Boom? The demon thing isn't a bug. A demon has 150 hit points. A shotgun fires 7 pellets that can deal 5, 10, or 15 points each. So the damage range for two shotgun blasts, assuming that all pellets connect, is between 70 and 210: you may two-shot a demon when the RNG gods smile on you and it's closer to 210, but you're more likely to fall short. If you look at the damage probability distribution with the vanilla RNG, the shotgun's most likely total damage for all seven pellets is 70. Double that and you get 140, just ten short of the 150 you need to kill the demon. The Doom Wiki lists that you need, on average, 2.62 shotgun shots to kill a demon or spectre. http://doomwiki.org/wiki/Shotgun http://doomwiki.org/wiki/Demon Theoretically, with a truly random RNG, you could have a bit of bad luck where every single pellet deals minimum damage. Then even if all your pellets connect you'd need as many as five shots to kill the demon. 0 Quote Share this post Link to post
Shadow Hog Posted November 4, 2015 What the distinction between D_INTRO and D_INTROA was. Namely, that D_INTROA was used for certain FM-synth soundcards, while D_INTRO was used for MIDI-based soundcards. Or something to that effect, anyway. 0 Quote Share this post Link to post
BaronOfStuff Posted November 4, 2015 ^ For a long time, I thought that D_INTROA was used for the Shareware IWAD, while D_INTRO was used in Registered/Ultimate IWADs. Mind = Blown when I was fucking around with setup.exe and changing the music playback options. 0 Quote Share this post Link to post
VGamingJunkie Posted November 4, 2015 Gez said:you may two-shot a demon when the RNG gods smile on you and it's closer to 210, but you're more likely to fall short. Easier to just one shot them with the Super Shotgun which takes just as many shells as firing the regular shotgun twice. As a bonus, whatever's behind it usually takes some damage too. 0 Quote Share this post Link to post
BaronOfStuff Posted November 4, 2015 MetroidJunkie said:Easier to just one shot them with the Super Shotgun which takes just as many shells as firing the regular shotgun twice. As a bonus, whatever's behind it usually takes some damage too. Simple retort: Doom.wad 0 Quote Share this post Link to post
VGamingJunkie Posted November 4, 2015 That's the only main Doom IWAD in which the Super Shotgun isn't available. XD 0 Quote Share this post Link to post
fraggle Posted November 10, 2015 Vanilla Doom supports MIDI for sound effects as well as the usual digital sound effects. 0 Quote Share this post Link to post
Linguica Posted November 10, 2015 fraggle said:Vanilla Doom supports MIDI for sound effects as well as the usual digital sound effects. Haha, weird. I wonder if there is anything useful you could do with this. 0 Quote Share this post Link to post
Gez Posted November 10, 2015 Depending on what you use for MIDI synth... You could use the soundfont from Doom64 EX and the sound effects from the same, they are MIDI files. Though looking at khokh's findings, it's not using the standard MIDI file format (of course it isn't, I mean DMX is what inflicted MUS on us) and it seems very limited in its capabilities, even more so than MUS. 0 Quote Share this post Link to post
ABRACADABRA Posted November 11, 2015 weird thing is that I actually like that firing sound better. at least it is more sutable for chaingun 0 Quote Share this post Link to post
Doominator2 Posted November 11, 2015 Avoozl said:For some reason I have remembered The Spirit World as being named The Living End. Wtf? So did I 0 Quote Share this post Link to post
ABRACADABRA Posted November 11, 2015 I'm too. What a strange fenomena 0 Quote Share this post Link to post
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