Waffenak Posted June 16, 2011 Have you noticed that ps1 Doom port has revenant voice you can't hear in any other Doom port? Maybe it was meant also for doom 64 doom, because it sounds very doom64:ish 0 Share this post Link to post
SteelPH Posted June 16, 2011 Aubrey Hodges did the sound and music for both games, so yes. There's also a couple Revenant(active and punching sounds) sounds that go unused in Doom 64. 0 Share this post Link to post
Technician Posted June 17, 2011 footman said:Aubrey Hodges did the sound and music for both games, so yes. There's also a couple Revenant(active and punching sounds) sounds that go unused in Doom 64. In the rom? 0 Share this post Link to post
betabox Posted June 17, 2011 Well did you notice that many of the sounds in PSX/Saturn Doom and PSX Final Doom are not used in any other port? Hmm, that's very interesting. :P 0 Share this post Link to post
Baby Bonnie Hood Posted June 17, 2011 PSX revenants = underwater revenants Talk about unthreatening. 0 Share this post Link to post
Nuxius Posted June 17, 2011 Considering most of Doom 64's sound effects came from PSX Doom, it's a given that they are going to sound similar. 0 Share this post Link to post
DXBigBoss Posted June 20, 2011 I personally think Revenants in the PSX version are more threatening then in any other port because they ALWAYS fire homing missiles and never missiles that go straight. But their homing missiles kind of seem slower and choppier though. 0 Share this post Link to post
Csonicgo Posted June 20, 2011 DXBigBoss said:I personally think Revenants in the PSX version are more threatening then in any other port because they ALWAYS fire homing missiles and never missiles that go straight. But their homing missiles kind of seem slower and choppier though. The funny part is that all Revenant missiles were intended to be homing, but since there's a fortunate bug in the missile code, it seems to be the luck of the draw whether it's homing or not. 0 Share this post Link to post
tempun Posted June 21, 2011 Csonicgo said:The funny part is that all Revenant missiles were intended to be homing, but since there's a fortunate bug in the missile code, it seems to be the luck of the draw whether it's homing or not. The bug is trivial to fix. I think it can even be done with dehacked. So I think they intentionally didn't fix it. 0 Share this post Link to post
betabox Posted June 21, 2011 I'm guessing they intentionally didn't fix it, too. Don't the homing fireball sprites seem different than the non-homing fireballs of the revenants? There's like extra smoke or something. 0 Share this post Link to post
Clonehunter Posted June 21, 2011 I've never noticed a difference. I think the only way you can tell is if it follows you or not. :P 0 Share this post Link to post
PRIMEVAL Posted June 21, 2011 Homing has smoke. Non-homing doesn't. Homing may also be a little slower, but I'm not sure. 0 Share this post Link to post
Scet Posted June 21, 2011 tempun said:The bug is trivial to fix. I think it can even be done with dehacked. What? How can a bug in a PS1 executable be fixed in dehacked? 0 Share this post Link to post
hobomaster22 Posted June 21, 2011 Scet said:What? How can a bug in a PS1 executable be fixed in dehacked? I think he meant on PC, PS1 is claimed not to have it. I also never realized that the random homing/non-homing was a bug. I've noticed homing has smoke while non-homing doesn't. But what is the bug that causes it not to hom? 0 Share this post Link to post
SaladBadger Posted June 22, 2011 It's not really a bug, I think. The Revenant tracer function will only execute on every third tic, and this looks intentional as something like this, if not intentional, would only be the fault of a copy-pasta error... are there any other parts of the code that will only execute on the third tic? The "only one half missiles being homing" thing comes from the fact that the revenant fireball has two states, both with a delay of two tics. Due to this, if the fireball is launched on a second or fourth tic, it will never ever reach the third tic because there's no way I know of to get three from only 2 and 2. However, if it's launched on a first or third tic, every other A_Tracer call will actually do something. 0 Share this post Link to post