Koko Ricky Posted November 1, 2018 I wonder if anyone's going to get around to making a full-fledged resource pack of the unused stuff. The one that's been floating around is very incomplete. 2 Share this post Link to post
elend Posted November 1, 2018 I would also like that. There's some great stuff within, imho. 0 Share this post Link to post
Triple_sSs Posted November 1, 2018 (edited) 5 hours ago, GoatLord said: I wonder if anyone's going to get around to making a full-fledged resource pack of the unused stuff. The one that's been floating around is very incomplete. Seconding this. It'd be nice to have all those extra materials tidied up and put together in one package. 0 Share this post Link to post
Scypek2 Posted November 2, 2018 I just wonder why was that one specific texture labeled "do not use"... and now that someone made a tiled version of that texture so it will inevitably end up being used after all... are we going to suffer some terrifying unforeseen consequences of not heeding the cryptic warning? 1 Share this post Link to post
Dragonfly Posted November 2, 2018 The all-brown version is waaay better, wow. The green one probably had do not use because it's fugly. 1 Share this post Link to post
SaladBadger Posted November 3, 2018 i honestly have no idea if this is a quirk of vanilla or prboom but apparently the face responds to pain faster than the palette does 2 Share this post Link to post
StormCatcher.77 Posted November 3, 2018 Just made an interesting discovery - a bug in the behavior of Lost Soul. After the attack, stopping near an obstacle, he simply stands still and does not attack the player until he sees him again. One condition is important here - the player should not use a weapon. If a shot happens, the effect will immediately be lost. Similar happens under Chocolate Doom and Boom. In G\ZDoom ports there is no such thing. Interestingly, had anyone noticed this before? 1 Share this post Link to post
Gez Posted November 3, 2018 Yes, of course. In fact this was even mentioned on the previous page of this thread: On mardi 30 octobre 2018 at 7:27 AM, InsanityBringer said: pedantry, I guess: in vanilla doom lost souls "go to sleep" if they hit a wall after seeing you and charging, if you haven't made a sound. This occasionally has some application, such as 4shockblast's well known E2M8 pacifist run. 4 Share this post Link to post
Cacodemon345 Posted November 3, 2018 Don't know if it has been mentioned before, but falling on a floor with -32768 height will cause anything on it to infinitely fall through and teleport to the top of the ceiling in Vanilla Doom. 2 Share this post Link to post
Gez Posted November 3, 2018 4 minutes ago, Cacodemon345 said: Don't know if it has been mentioned before, Well it has just been mentioned 28 times in a row. Does that count? 1 Share this post Link to post
Optimus Posted November 3, 2018 This is a voodoo doll, not another player, when I was playing Eternal Doom. If you crouch, it crouches. Curious, funny. Maybe not classic Doom related, since crouching didn't exist in the original Doom where mappers however would use voodoo dolls, but a bug/feature of GZDoom? Jumping or shooting or anything else doesn't have effect. 6 Share this post Link to post
<inactive>Player Lin Posted November 4, 2018 (edited) It added by ZDooM a time ago(not sure when it was in) so GZDooM also has it too. https://zdoom.org/wiki/Crouching === Also, unused death "crouching player" sprite set exists (was in gzdoom.pk3 but now is in zd_extra.pk3, due GZDooM has been GPLed. For ZDooM, it should be in zdoom.pk3.) https://forum.zdoom.org/viewtopic.php?f=7&t=18162 (My bug report about this from 2008, too bad it still not happens, not sure if "technical reasons" still exists now...) Just check your zdoom.pk3/zd_extra.pk3(if exists) and will found them in sprites/plyc/ directory. 0 Share this post Link to post
elend Posted November 6, 2018 Finally I found out, that Tanrock3 is the perfect wood substitute. Finally I have a "wood" flat, without weird borders,grooves or details. Actually it looks more like wood than rock. 5 Share this post Link to post
Scypek2 Posted November 6, 2018 It sure does! It's used as a base for every PANEL texture. 2 Share this post Link to post
elend Posted November 6, 2018 You are right. It's exactly the same. Why name it "rock" then? 0 Share this post Link to post
Scypek2 Posted November 8, 2018 They might've also used the texture as rock. But also, it seems that they liked grouping many textures under similar names even when it didn't make much sense. See the SLIME* and RROCK* flat series in particular. 0 Share this post Link to post
DavidN Posted November 9, 2018 I have just this moment realized that Graf Zahl is not the given name of the person who maintains GZDoom, but is in fact the German name of the Count from Sesame Street. (And I took German for four years and never realized the pun...) 3 Share this post Link to post
kb1 Posted November 9, 2018 On 11/6/2018 at 7:36 AM, elend said: You are right. It's exactly the same. Why name it "rock" then? The texture, patch, and flat names in Doom became more and more distant from their original reasonings, as Doom went from alphas, to beta, to release, and up to Doom II. If you study this progression, you find that certain groups of images get split up and moved around many times. I suppose the id guys got used to the names, and didn't bother to better organize them. 1 Share this post Link to post
Jaws In Space Posted November 10, 2018 SR50 & Wallrunning are not the same thing. 0 Share this post Link to post
spd7693 Posted November 10, 2018 All-Ghosts bug in Memento Mori again. This time Memento Mori 2, map 4. When I did the jump from the secret in the bloodfall to the other southern area - between Duck Nukem's grave and Green Soldier's grave - I was right inbetween some imps and demons and couldn't hurt them, no matter how much I shot. I also think I walked through walls too. 0 Share this post Link to post
Grain of Salt Posted November 11, 2018 The megasphere has a little green moustache. 6 Share this post Link to post
rehelekretep Posted November 11, 2018 15 hours ago, spd7693 said: All-Ghosts bug in Memento Mori again. This time Memento Mori 2, map 4. When I did the jump from the secret in the bloodfall to the other southern area - between Duck Nukem's grave and Green Soldier's grave - I was right inbetween some imps and demons and couldn't hurt them, no matter how much I shot. I also think I walked through walls too. what source port are you using? 0 Share this post Link to post
Avoozl Posted November 11, 2018 (edited) After Hitler was killed by BJ in Wolf 3D, the Icon of Sin transported his remains to hell to resurrect and turn him into the first Mancubus, his mustache remained but it was turned green. Edited November 11, 2018 by Avoozl 4 Share this post Link to post
rehelekretep Posted November 11, 2018 you might want to turn off intercepts overflow emulation, which leads to ghost monsters quite often 2 Share this post Link to post
The_MártonJános Posted November 13, 2018 (edited) While I am far more than liable to be proven otherwise, but I believe this scenery in Plutonia MAP10 I suddenly became aware of during a recent replay might be qualified an entry on the unwritten list of "Plutonia doppelgängers" (i.e. MAP21 <-- Doom II MAP11, MAP18 <-- Doom II MAP14, etc.), unless it haven't yet: For me, it seems like a smaller, less fleshy and/or bloody version of the so-called "E3M4 torture chambers". 9 Share this post Link to post
galileo31dos01 Posted November 21, 2018 Just found out something interesting, apparently if you're standing on pain sector and an enemy is attacking continuously at you, when you die on that sector, that enemy will keep firing and "hurting" the player even if it's dead already: (Absolutely Killed, E1M6) Excuse the red screen but the spider just didn't want to stop shooting, she wanted to destroy my spirit too. What I don't know is what does exactly kill me first, if bullets or lava. Quick demonstration here: killed_e1m6proof.zip, wad is Absolutely Killed E1M6. And if someone knows about this phenomenon and cares to explain, I'll be very glad to learn. 1 Share this post Link to post
SaladBadger Posted November 21, 2018 The chaingun spider probably doesn't call A_CPosRefire or A_SpidRefire in its attack state, which are used to tell the monster when to stop firing. 0 Share this post Link to post
KVELLER Posted November 21, 2018 10 hours ago, InsanityBringer said: The chaingun spider probably doesn't call A_CPosRefire or A_SpidRefire in its attack state, which are used to tell the monster when to stop firing. Sure, but @galileo31dos01 mentioned how the spider kept "hurting" them after dying (hence the red screen). There's something else going on here. 0 Share this post Link to post