Herr Dethnout Posted January 10, 2023 3 minutes ago, Azuris said: I am, just living in germany ;) A, que chistoso, si fuera yo pondría todo en español. Nadie sabrá lo que hago así. B) 2 Quote Share this post Link to post
NiGHTS108 Posted January 10, 2023 For the longest time I thought the amount of protection you gain from armour was solely based on the number, not the last armour item you picked up 2 Quote Share this post Link to post
Ravendesk Posted January 11, 2023 44 minutes ago, NiGHTS108 said: For the longest time I thought the amount of protection you gain from armour was solely based on the number, not the last armour item you picked up And now check this out: 8 Quote Share this post Link to post
staros96 Posted January 11, 2023 BFG tracers. No, seriously. I only recently learned about those. 6 Quote Share this post Link to post
Ennello Posted January 11, 2023 Apparently monster corpses can use teleporters when they're dead? Always thought they were an object, not an actor... 0 Quote Share this post Link to post
Edward850 Posted January 11, 2023 (edited) 1 hour ago, Ennello said: Apparently monster corpses can use teleporters when they're dead? Always thought they were an object, not an actor... There is no such distraction of an "object" compared to an "actor". Doom only has one thinker type for all level actors. They are described by their properties and their behavior is controlled only by what frames they are running. A dead monster is still the same thing as a living monster, the difference is the frames being run, height and it's no longer flagged as solid. Edited January 11, 2023 by Edward850 0 Quote Share this post Link to post
INfront95 Posted January 11, 2023 (edited) That Ployobjects in gzdoom are blocking render, i thought they are "hollow as 3d floors" but alas. If you plug a hole in a solid wall with polyobject, nothing renders behind it (To the extend). Neat Edited January 11, 2023 by INfront95 0 Quote Share this post Link to post
Ennello Posted January 11, 2023 (edited) 22 minutes ago, Edward850 said: There is no such distraction of an "object" compared to an "actor". Doom only has one thinker type for all level actors. They are described by their properties and their behavior is controlled only by what frames they are running. A dead monster is still the same thing as a living monster, the difference is the frames being run, height and it's no longer flagged as solid. Yeah so that's something I had no idea of. Thanks for the explanation. Kinda makes sense though, a monster isn't all of a sudden gonna change into a part of the environment. Edited January 11, 2023 by Ennello 0 Quote Share this post Link to post
DynamiteKaitorn Posted January 12, 2023 So I found something INCREADIBLY handy for Ultimate DooM Builder: Holding Shift + Mouse 3 lets you paint-select! 1 Quote Share this post Link to post
Sixty-nine Posted January 13, 2023 the name of the texture that was only used in the e2m3 cacodemon jail is brownwel we should appreciate this texture more 9 Quote Share this post Link to post
Individualised Posted January 13, 2023 On 1/10/2023 at 11:34 PM, NiGHTS108 said: For the longest time I thought the amount of protection you gain from armour was solely based on the number, not the last armour item you picked up Same - I always thought that the amount of health that is absorbed from armour is the amount of armour / 400 i.e. 200% armour would absorb half health, 100% would absorb a quarter etc. Looking back on it that would be slightly broken so it's obvious to me now why it's not like that of course. 2 Quote Share this post Link to post
dyshoria Posted January 13, 2023 I just found out that there is a sound when the archvile's fire appears but is not heard in-game 0 Quote Share this post Link to post
Dragonfly Posted January 13, 2023 11 hours ago, DynamiteKaitorn said: So I found something INCREADIBLY handy for Ultimate DooM Builder: Holding Shift + Mouse 3 lets you paint-select! It's just mouse3, no shift required. :) 0 Quote Share this post Link to post
TheMagicMushroomMan Posted January 13, 2023 9 hours ago, Sixty-nine said: the name of the texture that was only used in the e2m3 cacodemon jail is brownwel we should appreciate this texture more I hate it on its own tbh. Might work well in a Quake style map or something though. 2 Quote Share this post Link to post
DiR Posted January 13, 2023 I'm probably not the first one to notice this, but the letter "G" is capitalized in "New Game" and "Quit Game" but lowercase in "Load game" and "Save game", for some reason. Every time I look at the main menu, I immediately notice the different letters now. Then on top of that, when you select "Options" or "New Game", all of a sudden it's in all caps. but hitting "Load game" (you can't save on the menu, of course) brings up the same capitalization as the menu, with only the letter "L" being capitalized. This is what I get for trying to replace the menu graphics for a mod, I guess. 7 Quote Share this post Link to post
Maximum Matt Posted January 14, 2023 23 hours ago, Sixty-nine said: we should appreciate this texture more the cacos on UV certainly do 2 Quote Share this post Link to post
Herr Dethnout Posted January 14, 2023 I just realized that the DOOM 64 Cacodemons looks incredibly cute. 1 Quote Share this post Link to post
Azuris Posted January 14, 2023 On 1/10/2023 at 11:06 PM, Herr Dethnout said: A, que chistoso, si fuera yo pondría todo en español. Nadie sabrá lo que hago así. B) Mi cerebro tiene un sistema operativo antiguo, se tiene que reiniciarse para cambiar la lengua :P Si no se me sale una mezcla de idiomas bien rara de la boca^^ Además, casi nadie usa mi ordenador, también le quité la contraseña On 1/11/2023 at 9:48 AM, Ennello said: Apparently monster corpses can use teleporters when they're dead? Always thought they were an object, not an actor... In that reason, it is pretty realistic :D In Ports that can use moving floors you can create a corpse cascade. 0 Quote Share this post Link to post
Maximum Matt Posted January 15, 2023 After Doom I, Lord Romero seems to have lost his taste for pinky demons - he put a grand total of ONE in the six levels he created for Doom II. He seems to have been way more enamoured with spectres. 7 Quote Share this post Link to post
Lucius Wooding Posted January 15, 2023 4 hours ago, Maximum Matt said: After Doom I, Lord Romero seems to have lost his taste for pinky demons - he put a grand total of ONE in the six levels he created for Doom II. He seems to have been way more enamoured with spectres. Pinkies are a lot less interesting with the SSG in play, spectres can still be an interesting enemy if you're a sadistic mapper. You're a lot better off with pinkies in Doom 1's flatter layouts, where they take up space and you rely more on shotgun and chaingun. His maps generally had some vertical elements and ranged combat in Doom 2 so pinkies couldn't even get close to you in a lot of them. 3 Quote Share this post Link to post
Scypek2 Posted January 15, 2023 For anyone wondering - the lone demon in question is on the stairs leading to the rocket launcher on MAP11. And now I just found out that MAP11 has a cell pack floating in the middle of the void. Also, the teleporter out of the exit room is initially blocked, but it opens as soon as the bars to the exit room lower, so I have no idea what the point of it was. Maybe the bars used to be further back. 1 Quote Share this post Link to post
WSADKO Posted January 15, 2023 (edited) theres an epic doom player who makes all sorts of analysis vids? did u guys knew? eh makes epic analysis videos and doesnt afraid of anything! Edited January 15, 2023 by WSADKO 2 Quote Share this post Link to post
DynamiteKaitorn Posted January 24, 2023 DooM II - Map10 Never noticed this texture error before. The pillar near the exit has some middle linedefs that are only rendered on the inner half. 7 Quote Share this post Link to post
Herr Dethnout Posted January 25, 2023 (edited) 15 hours ago, DynamiteKaitorn said: DooM II - Map10 Never noticed this texture error before. The pillar near the exit has some middle linedefs that are only rendered on the inner half. Off Topic, I know but... Spoiler Get Mommy GF? Edited January 25, 2023 by Herr Dethnout 3 Quote Share this post Link to post
WSADKO Posted January 25, 2023 (edited) Shooting a computer screen in E2M4 of Doom in the mouth-crusher area opens a secret! Spoiler Edited January 25, 2023 by WSADKO 3 Quote Share this post Link to post
taufan99 Posted January 26, 2023 It's (A_)Baby(M)etal before Babymetal, baby! 1 Quote Share this post Link to post
Maximum Matt Posted January 27, 2023 On 1/26/2023 at 8:32 AM, WSADKO said: Shooting a computer screen in E2M4 of Doom in the mouth-crusher area opens a secret! Kinda-sorta half-right - shooting the opposite inside computer screen wall inside that crusher causes the floor in there to raise up to the ceiling. For some reason. Honestly, this has to be the weirdest thing that happens on O.G. Doom 1 Quote Share this post Link to post
Jewellds Posted January 27, 2023 On 1/25/2023 at 7:50 AM, Herr Dethnout said: Hide contents Get Mommy GF? The mod's called La Tailor Girl. 2 Quote Share this post Link to post
bfredric Posted January 27, 2023 (edited) 4 hours ago, Maximum Matt said: Kinda-sorta half-right - shooting the opposite inside computer screen wall inside that crusher causes the floor in there to raise up to the ceiling. For some reason. Honestly, this has to be the weirdest thing that happens on O.G. Doom Wow so that's what that was? When I was a kid I used IDDQD every time I played Doom but I didn't know about IDCLIP so that was one of the only places in the game I could legit get stuck and would have to start the whole episode over (I didn't know IDCLEV yet either) yea that room still scares me to this day I'm like "Get in shoot the demons get out this room is WEIRD" kinda cool though I guess I mean you are in hell so weird crap should happen right? In the same map you "use" a decorative object to open a secret .... Edited January 27, 2023 by bfredric 0 Quote Share this post Link to post
Walter confetti Posted January 30, 2023 (edited) Discovered this thing while making a map for Limit Buffet, based upon 1 sector limitation. Explosive barrels acts as monster count and they make all the monsters not attacking, also they don't do chain explosions when a group of barrels are shotted, as well as giving damage. Weird. 1sbarrel.zip - Demo wad, complevel 2. MAP01 is the 1 sector map, MAP02 have 2 sectors and acts normally. Edited January 30, 2023 by Walter confetti 6 Quote Share this post Link to post
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