NuMetalManiak Posted June 12, 2014 when playing around with ZDoom console commands I recently found out that you can enter and execute multiple commands by separating them with a semicolon. 0 Share this post Link to post
Obsidian Posted June 12, 2014 I found out how to make transparent doors in vanilla: thank you DW Editing Pages! 0 Share this post Link to post
damerell Posted June 12, 2014 40oz said:Theres a utility on the /idgames archive called KillDoom probably programmed by order of a supervisor of an office building, designed to detect if the offices' network has any instances of Doom running with it, and disconnects the game so that workers can't play Doom on the work computers. Lots of people wrote this, and not out of mere pettiness. The first DOOM.EXE used IPX broadcasts for everything, so a network game made the network slow for everyone else (including other network Doom games; this imposed a practical limit on the number of games in one IPX broadcast domain - given the old Mond Room, say, with 20 workstations, we could not run 5 4-player games at once; more like 3 on a good day). Worse yet, even if you weren't using the network, the machines of the day would use significant cycles on determining they weren't interested in the contents of the spew of IPX broadcasts; so network Doom made everyone's computer slow even if they weren't trying to use the network. The upshot was pretty well anyone who wasn't trying to play Doom was trying to stop other people playing Doom. 0 Share this post Link to post
Cell Posted June 12, 2014 Getsu Fune said:Bloodfalls http://i.imgur.com/tpU0hQd.png it took me a while to realize that this square water block at the exit actually has HOMs on the sides. cool effect. Well, after 6 or 7 years of playing Doom was I aware of a linedef opposing E2M2's yellow key not having having its upper texture on the wrong side. Never caught my attention before. 0 Share this post Link to post
joe-ilya Posted June 12, 2014 There's a texture in Udoom which is called 'BROWNWEL'. 0 Share this post Link to post
Cell Posted June 12, 2014 joe-ilya said:There's a texture in Udoom which is called 'BROWNWEL'. And is used in exclusively E2M3, in the Caco cage at the very beginning. 0 Share this post Link to post
plums Posted June 12, 2014 I don't know why but I love BROWNWEL. When it appears in Doom 1 maps, it's sort of like an inside joke, or something. I think LITERED gets used somewhere but I can't think of where, off the top of my head. 0 Share this post Link to post
ASD Posted June 12, 2014 plums said:I don't know why but I love BROWNWEL. When it appears in Doom 1 maps, it's sort of like an inside joke, or something. Me too. Always wondered why it ended up in that particular room in E2M3.Eris Falling said:E3M4 has some k, near the red door. They're so oddly aligned that I confused them to be REDWALL1 or something similar. 0 Share this post Link to post
Cell Posted June 12, 2014 plums said:I don't know why but I love BROWNWEL. ASD replied: Me too. Always wondered why it ended up in that particular room in E2M3. You 2! I'm no man of advertisements, but B2B.wad (Back to Basics) reuses this texture pretty well on da same slot. 0 Share this post Link to post
NuMetalManiak Posted June 13, 2014 the mauler demon (Realm667 monster that lunges at you to bite you) can actually jump upwards to bite you. 0 Share this post Link to post
_bruce_ Posted June 13, 2014 Prior to version 1.2 of Doom the status bar background was not a *single patch named 'STBAR' but 2 patches named 'STMBARL' and 'STMBARR'. Furthermore there are also 'STABARL'("SCORE"), 'STABARR'("WEAPONS") and 'STCHAT'(EMPTY) background patches. *during single player the "FRAGS" portions gets overwritten with "ARMS" and the according gadgets. 0 Share this post Link to post
joe-ilya Posted June 17, 2014 Even if the player start isn't tagged at all, it still exists in the difficulty. 0 Share this post Link to post
Pencil of Doom Posted June 17, 2014 Correct me if i'm wrong, but the shotgun and the SSG don't have similar reloading rates? I found out that the shotgun reloads a bit faster than the SSG. 0 Share this post Link to post
BlueFeena Posted June 18, 2014 I just found out that midi files can trigger a Z_CheckHeap error when idcleving backwards to the map with the offending midi, assuming the map has already been visited. Go figure that one out. 0 Share this post Link to post
fabian Posted June 18, 2014 BlueFeena said:I just found out that midi files can trigger a Z_CheckHeap error when idcleving backwards to the map with the offending midi, assuming the map has already been visited. Go figure that one out. Which port and which WAD, please? 0 Share this post Link to post
Foxpup Posted June 18, 2014 I just found out the hard way that crushing ceilings are more complicated than they appear. 0 Share this post Link to post
BlueFeena Posted June 18, 2014 Derp, scrubbed. Apparently solid files has gotten a healthy does of malware. I'll get back to you with details in little bit, fabian. 0 Share this post Link to post
BlueFeena Posted June 19, 2014 DOUBLE POAST LOOAL You remember how a while back, everyone was wondering where the PSX's plasma gun sound came from? Especially considering that it first appeared in Dwango5? I think I have solved the mystery. 0 Share this post Link to post
plums Posted June 19, 2014 Wow, nice find! It's still likely that for the PSX version they took it from a sound library, and that the movie did too. But the DWANGO5 sound could definitely be recorded from the movie. 0 Share this post Link to post
joe-ilya Posted June 19, 2014 Hitting the pause key on the character cast can kill too. 0 Share this post Link to post
marxr Posted June 19, 2014 I found out that Doom 2 on ITYTD features very few monsters in every level. Max amount of monsters is around 50. In Map01 theres only 9 monsters if i remember right. 0 Share this post Link to post
SFoZ911 Posted June 21, 2014 I just noticed when testing a map of mine, that the evil eye's candle is actually animated unlike the the regular candle which is static. 0 Share this post Link to post
joe-ilya Posted June 27, 2014 The baphomet flat looks cartoonier than the texture. 0 Share this post Link to post
Krazov Posted June 27, 2014 joe-ilya said:The baphomet flat looks cartoonier than the texture. I noticed this maybe two weeks ago tops while playing "Realm of Chaos", where both textures were close to each other. 0 Share this post Link to post
StevieWolfe Posted June 27, 2014 BlueFeena said:DOUBLE POAST LOOAL You remember how a while back, everyone was wondering where the PSX's plasma gun sound came from? Especially considering that it first appeared in Dwango5? I think I have solved the mystery. I always liked that soundeffect for the PR. 0 Share this post Link to post
sincity2100 Posted June 29, 2014 I thought that The Hitscan enemies are just Bad Guys experamenting about monsters creations a long time ago when I was very young at 1997,by the time I went to 2007,I just found out that the Hitscan enemies are actually undead! I also found out about the Wraith Corps wads last year. 0 Share this post Link to post
Breezeep Posted June 29, 2014 I noticed that some textures from doom 2 were in quake. 0 Share this post Link to post