Jump to content

Things about Doom you just found out


Sigvatr

Recommended Posts

damerell said:

1) The MAP10 exit door cannot be opened from inside.
2) Someone faked a video of a UV-MAX run.
3) They got caught.
4) Somehow this is not the faker's fault (I can't quite process that bit).


those videos sound terrible. Unsubbed before I even knew it existed.

Share this post


Link to post
mrthejoshmon said:

I just found out that Lost Souls in the good old PSX version contribute to monster count, also that Pain Elemental on MAP01 (or E1M1) will just endlessly vomit Lost Souls onto an armor bonus which instantly kills them...

459% kills on MAP01 is how that ended.

And because of that post I just learned that Doom 64 wasn't the only Doom where above 100% kills is possible.

Didn't learn it just now, but back when that "E1M1 from memory" project was made I found out that PSX Doom has Doom II monsters in E1M1. Which is one of the strangest changes I can think of in a console port.

Share this post


Link to post
sector666 said:

And because of that post I just learned that Doom 64 wasn't the only Doom where above 100% kills is possible.


All Dooms should permit above 100% kills, except that some source ports, I think limited to ZDoom-based ports, recalculate total numbers of monsters in real-time as they're summoned during gameplay, as opposed to vanilla which only calculates the total monsters at the start of the map.

The difference meaning that if you to play Doom with respawn monsters on, and killing all monsters + respawned monsters should give you a kill count total of of x+y/x where x is the number of monsters on the map when you started and y is the number of monsters you killed a second or third or more times after they respawned back to life. That let you get above 100% kills. In ZDoom, the total number of monsters changes during gameplay, which makes the kill count x+y/x+z, where z is the number of monsters respawned but not yet killed, which makes most maps played with respawn monsters on impossible to get above 100%, and near impossible to even get exactly 100% kills, unless you somehow reach the exit after killing all monsters within the randomized time it takes for them to respawn.

Also the Icon of Sin generates monsters which also gives you above 100% kills on MAP30 if you kill any of the summoned monsters, unless played in ZDoom based ports where the discrepancy between the two formulas still applies.

There's actually a bug in map editing that should let you get over 100% secrets too. I forget the specifics, but with linedef special 9 - donut, the tagged floor is lowered and the surrounding sector is raised to its surrounding floors height and the surround sector inherits the tagged sector's properties. If the tagged sector is set to secret, the surrounding sector will also become secret, which makes two sectors tagged to secret out of one, allowing for above 100% secrets.

I'm curious if changing the thing states of some items in dehacked will allow for over 100% items too (i.e. having zombiemen drop armor bonuses by changing the states of the bullet clip thing to armor bonuses)

Share this post


Link to post

All the line effects that change the floor texture and type can change the sector to be a secret sector.

With a similar method you can also have light glow/blink effects in damage sectors. You can also combine the start blinking line effect with an already existing sector light effect, which makes the sector do both effects. Can look pretty cool if combined with the glow effect.

Share this post


Link to post
Da Werecat said:

It should suffice to make the bullet clips affect item percentage.

Maps with lots of zombiemen, will have a broken item percentage just like it does with the kill percentage when the AV is being able to resurrect.

Share this post


Link to post
Keyboard_Doomer said:

Pop quiz: do you see anything wrong here?

[IMG]http://i.imgur.com/i0WG0M7.png[IMG]

I spotted that long ago.

Share this post


Link to post
40oz said:

All Dooms should permit above 100% kills

I meant to say above 100% without respawn, but I wasn't thinking about the Icon of Sin.

40oz said:

There's actually a bug in map editing that should let you get over 100% secrets too. I forget the specifics, but with linedef special 9 - donut, the tagged floor is lowered and the surrounding sector is raised to its surrounding floors height and the surround sector inherits the tagged sector's properties. If the tagged sector is set to secret, the surrounding sector will also become secret, which makes two sectors tagged to secret out of one, allowing for above 100% secrets.

I have to say that's now one of the most surprising things I've found out about Doom in the last few years. Never had the slightest idea that could be possible.

Jimi said:

All the line effects that change the floor texture and type can change the sector to be a secret sector.

With a similar method you can also have light glow/blink effects in damage sectors. You can also combine the start blinking line effect with an already existing sector light effect, which makes the sector do both effects. Can look pretty cool if combined with the glow effect.

I almost can't believe I've never thought to try any of those before.

About the only thing I can add is I know it's possible to make a sector blink exactly one time in vanilla Doom 2, when the player walks over a line with the right trigger. Might be possible in the first Doom too but I don't remember the lindef type offhand. If anyone wants to know how I could try to find the wad where I discovered that.

Share this post


Link to post
TendaMonsta said:

You can only makes projectiles move so fast via DehackED until they start firing at inaccurate angles.

That happens at Speed > 35, to be precise. Right. No projectiles should be set to fly faster than 35 units per tic.

Share this post


Link to post
scifista42 said:

That happens at Speed > 35, to be precise. Right. No projectiles should be set to fly faster than 35 units per tic.


You will be credited x10 in my readme file once I'm satisfied with my work.

Share this post


Link to post
Keyboard_Doomer pictured, Eris Falling said:

Sky eating the building

I saw something similar in the official Registered Doom demo gameplay of E3M6. Also encountered it during ingame, but from that on, it's like nothing.

Share this post


Link to post

I don't think so; the shading around the skull implies that there is considerable volume to the object. A wood carving would simply not have that kind of volume. Also, there are definitely visible teeth around the jaw.

Share this post


Link to post

BIGDOOR7 also has some strange black units at the bottom, looking like the LITE5 or LITEBLU4 textures in black and shrunkened. At least when you look at it in the editor, I didn't see any of that shit ingame.

Share this post


Link to post
Cell said:

I saw something similar in the official Registered Doom demo gameplay of E3M6. Also encountered it during ingame, but from that on, it's like nothing.

Yep, E3M6. I recently finished a playthrough of Doom1/2/TNT for the first time in probably at least a decade, and noticed that myself. TNT has one as well, at the very end of Ballistyx, where the sky on the sides of the exit path will cover up the island farther down said path.

And speaking of TNT, I didn't just find out, but I'm pretty sure the last time I played Final DOOM I didn't know that shootable switches were a thing. Accordingly, I couldn't beat The Mill without idclipping. (I think it was the DOOM64 TC that introduced me to the concept of shootable switches, and then of course I've played a billion PWADs since then that utilize them; I just never remembered it being a thing in the IWADs.)

Share this post


Link to post

While looking through weapon sprites, I found out that weapons have a lot of cut off graphics on them. The bottom of the screen crops some decent looking gun bits...but then I guess that was to stop too much gun being on screen...so why they left the graphics whole and moved them down on screen rather than just cut those bits off I dunno

Share this post


Link to post
TendaMonsta said:

If you make a projectile deal a certain amount of damage you can die while invulnerable.

Well, it only protects you against 1000 HP's worth of damage from any given attack. Make a single projectiles that does 1400 damage and you can kill invulnerable players with 200 HP and 200 blue armor. (1501 would probably be enough to always induce gibbing, at that.)

Share this post


Link to post

@ Xegethra:

I could imagine that they experimented with the amount of counter-shift of the weapon in the visual field when bobbing while walking is active. You know ... when the head (and camera) goes up, the weapon goes down in the frustum, and vice versa.

Share this post


Link to post
Xegethra said:

While looking through weapon sprites, I found out that weapons have a lot of cut off graphics on them. The bottom of the screen crops some decent looking gun bits...but then I guess that was to stop too much gun being on screen...so why they left the graphics whole and moved them down on screen rather than just cut those bits off I dunno

In the alpha versions, weapons bobbed up instead of down.

Share this post


Link to post

I guess it was easier to position weapon lower than making new sprites and animations. They were in a hurry after all, as far as I remember.

Share this post


Link to post
Gez said:

In the alpha versions, weapons bobbed up instead of down.

Nope. They still went down from their idle position, the movement just had a ^ shape instead of a U shape.

I suspect it's more just because they figured they underestimated how much it'd really obscure the screen. It might have something to do with cutting it off at the status-bar level of 32 lines (assuming it's overlayed on a full size screen without the 16 line upward adjustment put in yet) but that visible area became what was seen without the status-bar. The way the alignment works suggest this is the case (you align it in a 320x200 area but 32 lines higher than you'd typically expect).

Now, one thing the alphas did do was raise the weapon from idle position when firing (like in Wolf 3D). Prior to 0.5 this was 16 lines, but in 0.5 it was 32 lines. Then the feature got cut entirely.

Quite honestly, I preferred the 0.4 behavior the best (it was partly influenced by the game seemingly targeting 70hz like Wolf despite the Doom Bible even saying they wanted 35). I really don't like the final bobbing, it just seems a bit weird. 0.2/0.4's felt really believable.

Share this post


Link to post

The prototype bobbing is very jaunty and like you'd expect a pumped-up demon-slapping marine man to run. The final would only make sense if he's extending his legs out so far that he's dipping down mid walk, maybe possible with rollerblades, but still very weird.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...