peach freak Posted January 7, 2019 Plutonia Map29 While there is a Red Key in the map, there are no doors or lines that actually require the Red Key to open/activate, so you can beat the level without picking the key up (just step through the doorway where the key is to open up the room with the Arch-vile and the switch behind you). The red bars in the Yellow Key area are just lowered by a normal switch. 4 Share this post Link to post
seed Posted January 7, 2019 (edited) More sound related stuff I randomly stumbled upon today. There was a leak of the DMX source code and/or libraries and Romero sent some stuff he obtained from Raven to someone: https://github.com/chocolate-doom/chocolate-doom/issues/639 Did something come out of that? No one seems to have been able to successfully contact Radek at the time :(. 1 Share this post Link to post
Pegleg Posted January 7, 2019 19 hours ago, spd7693 said: This is well known for years, even no shortage of speedrunners have used this trick. So this is nothing new honestly. @KVELLER You beat me to the point I was going to make. spd7693, the title of the thread is "Things about Doom you just found out" so it doesn't matter if everyone else knows, if I don't know, and just found out, I can post about it in this thread. Here's an example: Suppose in all my years of playing Doom, upon starting E1M1, I never turned around. I checked ran off into the map. Then one day, for whatever reason, I turn around and see that there is a door texture directly behind the Player 1 Start. I could come on here and post that "I just discovered that you start out E1M1 standing with a door directly behind you, presumably the door you just came through." And that post would be valid for this thread. 5 Share this post Link to post
Jon Posted January 7, 2019 7 hours ago, Agent6 said: More sound related stuff I randomly stumbled upon today. There was a leak of the DMX source code and/or libraries and Romero sent some stuff he obtained from Raven to someone: https://github.com/chocolate-doom/chocolate-doom/issues/639 Did something come out of that? No one seems to have been able to successfully contact Radek at the time :(. I deliberately avoided looking at dmx code when working on pitch shifting to avoid any legal problems. I'm fairly sure at least one community stalwart had attempted to reach radek, again, when that turned up, to no avail. 1 Share this post Link to post
seed Posted January 7, 2019 40 minutes ago, Jon said: I deliberately avoided looking at dmx code when working on pitch shifting to avoid any legal problems. I'm fairly sure at least one community stalwart had attempted to reach radek, again, when that turned up, to no avail. Damn, how annoying it is when that happens... Can't help but wonder though, why was the guy given the stuff by Romero as a gift, if it turns out he won't be able to do anything with it. We can only hope Radek will be successfully reached at some point, and that that wasn't for nothing. 0 Share this post Link to post
Gaia74 Posted January 7, 2019 i find from where coming the song from skulltag dmsec 0 Share this post Link to post
seed Posted January 8, 2019 (edited) Since I was dying of curiosity to know more about the pitch shifting feature I took an hour from my time today to contact John and ask him personally about it. I've asked him whether the feature was going to survive until the very end of support of Doom or it was going to ultimately get the axe, if it was taken into consideration during the creation process of the sounds in Doom, and what take on its recreation seen in various source ports are closer to his vision/preference, despite the fact that it was likely going to be removed in the end since he himself was never a fan of it. Here's what I got: Quote Hello (I deliberate removed my name here), We did not plan for pitch changing when designing the sound effects for DOOM. When the feature was added in v1.4 it was mostly experimental. After listening to it for a while, I decided I wasn’t a fan of it. I’m happy it was removed one way or another (thru an API change, or code commenting). For me, the best version would have been a softer take on the audio instead of a loud pitch change. I was the only person handling audio in DOOM with the exception of Robert Prince authoring the music and sound effects. Cheers, John ——————————————————————————---------------------------------------------------- John Romero john@romero.com So yeah, I guess that settles the debate on whether Doom was meant to have pitch shifted sounds or not, and also a bummer for fans of the feature who also prefer the way it is implemented in Doom Retro, Chocolate, and Crispy. He would've most likely preferred something similar to what we have in PrBoom+, more subtle. As for me, I genuinely had very low expectations I was ever going to get a reply, but apparently I got just that. This is f*cking awesome. Surprisingly he did mistake the versions, as 1.4 is when it vanished, not when it was introduced, despite me literally pointing out that 1.4 was the version which axed it in the original message. Edited January 8, 2019 by Agent6 6 Share this post Link to post
NaturalTvventy Posted January 9, 2019 (edited) If you're spawned on a weapon, or any item, you don't pick it up until you start moving. This I knew. I didn't know that this isn't only true for horizontal movement, but vertical movement as well. In the map I'm currently working on I have the player start on top of a weapon and a switch right in front of his face which raises the floor. Hitting the switch will cause the floor to move vertically and the player to pick up the weapon. 0 Share this post Link to post
Revenant100 Posted January 10, 2019 (edited) Terry Nagy of Apogee Software has recently remarked he received a burned CD of music from Bobby Prince shortly after Doom and Doom 2's release that contains an unheard version of the track Donna To The Rescue. For those who remember the alternate longer cut of Donna To The Rescue that Bobby included on his old CD release, Terry has stated that the version he has is not the same and is in fact "much longer". However, Terry also said in another tweet that he won't be posting anything from his CD, so this rendition of the track may never be heard publicly. 7 Share this post Link to post
ketmar Posted January 10, 2019 homing revenant rockets has smoke trail (i.e. that trail is a sign of "homing missile"). 2 Share this post Link to post
rehelekretep Posted January 10, 2019 wait i have never noticed this - is this on every source port? 0 Share this post Link to post
ketmar Posted January 10, 2019 this is vanilla feature, so every sourceport inherits it. 0 Share this post Link to post
Gez Posted January 10, 2019 The homing and the puff spawning are done in the same function; so you can't have one without the other, even with DeHackEd. However, you could make the puffs invisible if you really want to. Keep in mind it'd also affect the regular bullet puffs, though. https://zdoom.org/wiki/A_Tracer ZDoom wiki but explanations are largely valid for other ports and vanilla too. The only real difference is the stuff about the SEEKERMISSILE flag: in vanilla there's no such thing, it's hardcoded in the revenant's attack function instead. 0 Share this post Link to post
xdarkmasterx Posted January 10, 2019 from other thread: ultimate doom manual (steam version at least) uses a picture of the wrong game for automap 2 Share this post Link to post
Aquila Chrysaetos Posted January 10, 2019 I believe it's using the manual from the Collector's Edition, which, as I remember, did that, too, but it's distinctly possible that Ultimate Doom revised the manual from Registered Doom, and they used the automap image from Entryway as the example, and so the Steam version inherited it. The point gets across either way. 0 Share this post Link to post
rehelekretep Posted January 10, 2019 1 hour ago, Gez said: The homing and the puff spawning are done in the same function; so you can't have one without the other, even with DeHackEd. However, you could make the puffs invisible if you really want to. Keep in mind it'd also affect the regular bullet puffs, though. https://zdoom.org/wiki/A_Tracer ZDoom wiki but explanations are largely valid for other ports and vanilla too. The only real difference is the stuff about the SEEKERMISSILE flag: in vanilla there's no such thing, it's hardcoded in the revenant's attack function instead. 2 hours ago, ketmar said: this is vanilla feature, so every sourceport inherits it. yup i just loaded up a demo and saw it; cant believe i never noticed 0 Share this post Link to post
seed Posted January 10, 2019 (edited) 53 minutes ago, rehelekretep said: cant believe i never noticed Can't believe you never did too since 3 hours ago, ketmar said: that trail is a sign of "homing missile It's the key difference that tells you that you have to dodge it somehow. 1 Share this post Link to post
rehelekretep Posted January 10, 2019 i normally just move and notice the missile move or not move as well, never had to work it out beyond that! 1 Share this post Link to post
Rathori Posted January 11, 2019 I always thought visible difference between homing and non-homing missiles was a GZDoom feature, because I never even noticed it in other ports or vanilla. 0 Share this post Link to post
seed Posted January 11, 2019 (edited) 55 minutes ago, Rathori said: I always thought visible difference between homing and non-homing missiles was a GZDoom feature, because I never even noticed it in other ports or vanilla. Back when GZDoom was my primary source port I thought the same since it comes with player rocket particle trails enabled by default. Then I noticed its existence in virtually all ports and eventually DOS Doom and realized it was a vanilla feature. 0 Share this post Link to post
HAK3180 Posted January 11, 2019 In testing a map, I've only just come to find out that apparently monsters who are far away and shooting at a downward angle can aim too high. I noticed it with arachnotron plasma consistently landing some distance behind me. Then I tried a baron. Same thing. It seems to depend on the distance and/or angle. I got the monsters to miss consistently on Retro, Crispy, Gl and PrBoom+, but it seems to be fixed in GZDoom. I don't recall ever experiencing this phenomenon before. 1 Share this post Link to post
zokum Posted January 11, 2019 2 hours ago, HAK3180 said: In testing a map, I've only just come to find out that apparently monsters who are far away and shooting at a downward angle can aim too high. I noticed it with arachnotron plasma consistently landing some distance behind me. Then I tried a baron. Same thing. It seems to depend on the distance and/or angle. I got the monsters to miss consistently on Retro, Crispy, Gl and PrBoom+, but it seems to be fixed in GZDoom. I don't recall ever experiencing this phenomenon before. Most likely a rounding error. The computed angle is off by a tiny amount due to limited precision. Doom has a few of these, they're usually not an issue. I doubt you would ever notice this on any of the id iwad maps. 2 Share this post Link to post
Rathori Posted January 11, 2019 I'm pretty sure there's been an in-depth discussion about this phenomenon a few pages back in this thread, you might wanna check it out. 1 Share this post Link to post
HAK3180 Posted January 11, 2019 18 minutes ago, Rathori said: I'm pretty sure there's been an in-depth discussion about this phenomenon a few pages back in this thread, you might wanna check it out. Found it, thanks. Just didn't search the right thing. 0 Share this post Link to post
damerell Posted January 11, 2019 "You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from?" It's just struck me after 25 years - who says they're "imps"? There's no-one around to tell Doomguy they're "imps", so apparently Doomguy has christened them that himself, then is complaining it's a silly name. 0 Share this post Link to post
peach freak Posted January 11, 2019 23 minutes ago, damerell said: "You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from?" It's just struck me after 25 years - who says they're "imps"? There's no-one around to tell Doomguy they're "imps", so apparently Doomguy has christened them that himself, then is complaining it's a silly name. When I read the manual as a kid, the Lost Soul description is something like "Tough. Dumb. Flies. On fire. 'Nuff said." I always thought to myself "Who's Nuff? And what does Nuff know about Lost Souls?" And on the Imp description, I thought SOB was "Sorry Old Bastard" 7 Share this post Link to post
94's the best style Posted January 12, 2019 I honestly forgot that Bloodfalls even exists. it's the only Doom 2 map that was so distant that I thought it was a new map, and I remember the map that comes before it, Chasm, very darn well. 2 Share this post Link to post
RightField Posted January 12, 2019 Boring map, incredibly great atmosphere 0 Share this post Link to post
HAK3180 Posted January 13, 2019 On 1/11/2019 at 5:17 PM, peach freak said: When I read the manual as a kid, the Lost Soul description is something like "Tough. Dumb. Flies. On fire. 'Nuff said." I always thought to myself "Who's Nuff? And what does Nuff know about Lost Souls?" And on the Imp description, I thought SOB was "Sorry Old Bastard" When I read the manual as a kid, I misinterpreted the revenant's description (Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.) to mean they could resurrect enemies like arch-viles. Then I thought they could only resurrect demons. Then I thought the game was glitched. 0 Share this post Link to post
Vermil Posted January 13, 2019 (edited) 3 hours ago, HAK3180 said: When I read the manual as a kid, I misinterpreted the revenant's description (Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.) to mean they could resurrect enemies like arch-viles. Then I thought they could only resurrect demons. Then I thought the game was glitched. Which brings back the age old question of what the Revenant was before it died. Edited January 13, 2019 by Vermil 0 Share this post Link to post