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Things about Doom you just found out


Sigvatr

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If you change the sound effect of the BFG to be a fart, it'll still make sense the BFG ball itself is in the colour of a fart (Green).

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When you start map11, you can see a tiny scrap of the floor you're standing on that makes it look like your status bar has depth.

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For me,Doom looked more real in retro computer(this game is still look cool,but that magic is gone for me). Also,when I was a child,I read "ultra violence" skill as "turbo violence" and I didn`t understand why dead bodies head always pointed at me in every direction were I move.

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Arctangent said:

That's actually all the time, due to the fact that the lost soul reuses the code for projectiles and clears its target when it charges to prevent going right through it. It's just that vanilla Doom mechanics cause player sound to occur permanently within a sector, so if you fire a gun once, any monster that enters it without already being awakened will awaken and target you. And lost souls don't usually end up in a sector that the player hasn't already made a sound in, so they typically reawaken immediately upon falling asleep again.

Which ... might be the reason for their lack of see sound, thinking about it.


So what you're saying is, if the player hasn't made a sound and the Lost Soul simply spots the player, they'll forget all about the player after charging once until they see said player again?

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MetroidJunkie said:

So what you're saying is, if the player hasn't made a sound and the Lost Soul simply spots the player, they'll forget all about the player after charging once until they see said player again?


Or if they haven't made a sound in the sector the Lost Soul ends up in. You can see this very easily by running a few laps of E2M8 without firing; on later laps you'll find a few Lost Souls gazing into nearby walls.

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I learned that some actor named "Mike Dopud" had been erroneously credited as Doomguy's voice on Wikipedia's Doomguy article (citing FunnyJunk.com, no less) until Quasar swooped in today to save the day.

While this would typically be filed under some nonsense Wikipedia vandalism that was quickly reverted, that assertion was originally added to the article in 2009 (evidently by Dopud himself or a close associate) and left untouched for almost eight years. Unfortunately, it seems this bit of misinformation has proliferated itself quite deeply over time: https://www.google.com/search?q=%22mike+dopud%22+%22doom%22

For the record, while it's common knowledge that the Player's pain grunt, oofs, and die high scream are stock sounds, I'd like to point out that Bobby Prince strongly suggested that he performed the normal DSPLDETH death scream himself. At least, there aren't many other death screams in Doom that can fit the bill.

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damerell said:

Or if they haven't made a sound in the sector the Lost Soul ends up in. You can see this very easily by running a few laps of E2M8 without firing; on later laps you'll find a few Lost Souls gazing into nearby walls.


Though probably unintentionally, this hilariously goes well with their name. They're always getting lost, hence Lost Soul.

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MetroidJunkie said:

So what you're saying is, if the player hasn't made a sound and the Lost Soul simply spots the player, they'll forget all about the player after charging once until they see said player again?


Yup, that's the normal Lost Soul behavior when infighting other monsters as well. They are happy with one charge and will just leave their targets alone. The trouble is that their targets won't leave them alone, and thus will attack again, causing a counter attack etc.

So, esp. when Lost Souls infight between them, it's all one big misunderstanding ;-)

It's also the reason why the PE is so much more effective vs. the player than it is against other monsters: when attacking the player, the LS it spat out will keep attacking again and again. When attacking other monsters, each Lost Soul will only hit its target once (unless counter-attacked), and then go looking for the player.

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The Lost Soul simply forgets its target (doesn't matter if player or monster) and goes back to its idle animation, until it gets re-awakened by the same rules as how monsters get awakened for the first time - which depends on line of sight with the player, whether sound has been propagated to the sector where the monster is, and whether the monster has a deaf/ambush flag or not. Due to Doom's way of handling sound propagation, if the sound from the player's gunshot has ever in the past been propagated to the sector where the Lost Soul currently is, the Lost Soul will "hear the player" immediately - then, if it has a deaf/ambush flag, it will wait for line of sight with the player (now checking it all 360° around, though), otherwise it will awaken immediately.

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Memfis said:

You can hold spacebar to move the view in Doom Builder.


Wow, I'm trying to picture how much slower I'd be without this feature! :P

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Cool, didn't know it had that. I've just used mousewheel to zoom out, move mouse pointer, and zoom in... Well, I changed the pan view to middle mouse button, so it's the same button as in other programs with similar features...

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Jimi said:

so it's the same button as in other programs with similar features...


That's not a bad idea! I use MMB (Middle mouse button) to rotate in this kind of software normally, with shift & MMB or space to pan. Most graphic editors I've used also have space as their default pan button. :)

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Jimi said:

so it's the same button as in other programs with similar features...


That's interesting, I had it in my head Space was the universal "pan" key for CAD programs. Granted my experience isn't all that extensive though.

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I just recently found out that Doom 2's monster's projectiles can set off monster-specific walk-over line actions. What an obtuse puzzle this could make for. Pictures taken in PrBoom+ because I wasn't thinking; this works in vanilla.





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Fonze said:

I just recently found out that Doom 2's monster's projectiles can set off monster-specific walk-over line actions.

That's thanks to the rather haphazard way parts of Doom were developed without looking at other parts. Normal projectiles don't trigger walkover lines (anymore) because they're specifically excluded. When they added Doom II critters, they forgot to add their projectiles to the list of stuff to exclude.

It's not the only problem of this kind, there are more "this stuff was added later, and they forgot to update such or such subsystem to account for it" bugs, notably there's a thinker type that doesn't get saved.

printz said:

YIKES. Does this also work when using PrBoom+, Eternity and GZDoom?

PrBoom+: yes
Eternity: yes
GZDoom: no

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roadworx said:

wouldn't it be more of a bugfix than anything?

Nope, because it affects Doom maps. It's a bug fix for ZDoom maps only.

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It's a weird and inconsistent behavior (only projectiles from arachnotron, mancubus, and revenant have this property, not those from imp, baron/knight, cacodemon, cyberdemon, and player weapons) caused by id Software forgetting to update code. It's hard to argue that it should be there; I could see it supported in a "Doom (Strict)" compat setting but not in a general way.


I need to test this in vanilla Heretic, though. I don't see any projectile-exclusion code there.

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If this something due to explicit hardcoded checks, or just a forgotten flag somewhere in those projectiles? I remember the player's plasma balls could also activate some walk-over linedefs in a similar manner.

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Hardcoded checks.

EDIT: From "p_spec.c":

        // Things that should NOT trigger specials...
	switch(thing->type)
	{
	  case MT_ROCKET:
	  case MT_PLASMA:
	  case MT_BFG:
	  case MT_TROOPSHOT:
	  case MT_HEADSHOT:
	  case MT_BRUISERSHOT:
	    return;
	    break;
	    
	  default: break;
	}
EDIT2: In older versions of Doom, this code was missing, so that any projectile could activate non-player-activated lines. See here.

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