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Things about Doom you just found out


Sigvatr

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In DeHacked, Quantity of projectile's actual damage is determined by multipling natural number between 1 and 8.

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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.

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Droplets of blood appear on the monsters, fall down and only then disappear. I've never noticed the falling part before.

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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.

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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.

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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.

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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.

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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.

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^ 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.

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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:

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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

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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.

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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.

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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.

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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?

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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.

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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.

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^
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.

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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.

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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

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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.

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