LigH Posted November 26, 2011 RjY said:... the UDS says that ... fast stairs do ... As used in: LigH said: Here a few from Revolution! by Thomas van der Velden (TVR!.WAD) ... "THIS IS NO CAVE!" (Han Solo) 0 Share this post Link to post
Maes Posted November 26, 2011 vdgg said:@Maes: You may watch this demo Interesting. Both Doom2.exe v1.9 and v1.666 (with a hex modification) do indeed produce an instant 20% damage when rising, which isn't consistent with any of the crusher damage modes (no crusher does so much damage in so little time and letting you escape). PrBoom/PrBoom+ also behave similarly but Chocolate Doom v1.5 doesn't. So yeah, you do get hurt, but it's more likely due to a bug that had nothing to do with crushers. The 20 HP instant damage you receive in that demo seems just like a damaging floor's strobe hurt. Seems more like a freak instance of the Stairs create unknown sector types bug, only that the sector type created is indeed a 20 HP strobe damaging floor. This is consistent with the freak accident/bug happening as soon as you move over the rising stairs. It may also combine/overlap with the Raising sectors change to orphaned sector type bug. 0 Share this post Link to post
1337CyberdemonxX Posted November 30, 2011 did you know that on icon of sin you can use noclip to walk through the boss and find someones head on a stick :D seriously best Easter egg ever and if you don't know what im talking about then Jesus Christ you should be slapped 0 Share this post Link to post
pavera Posted November 30, 2011 1337CyberdemonxX said:did you know that on icon of sin you can use noclip to walk through the boss and find someones head on a stick :D seriously best Easter egg ever and if you don't know what im talking about then Jesus Christ you should be slapped shi- what the fu- No fucking way. 0 Share this post Link to post
Snakes Posted November 30, 2011 1337CyberdemonxX said:did you know that on icon of sin you can use noclip to walk through the boss and find someones head on a stick :D seriously best Easter egg ever and if you don't know what im talking about then Jesus Christ you should be slapped Well slap me silly.... 0 Share this post Link to post
esselfortium Posted November 30, 2011 1337CyberdemonxX said:did you know that on icon of sin you can use noclip to walk through the boss and find someones head on a stick :D seriously best Easter egg ever and if you don't know what im talking about then Jesus Christ you should be slapped Um, proove it or get out/??? 0 Share this post Link to post
PRIMEVAL Posted November 30, 2011 1337CyberdemonxX said:did you know that on icon of sin you can use noclip to walk through the boss and find someones head on a stick :D seriously best Easter egg ever and if you don't know what im talking about then Jesus Christ you should be slapped Don't be so absurd! There's not such a thing! 0 Share this post Link to post
elic Posted November 30, 2011 1337CyberdemonxX said:did you know that on icon of sin you can use noclip to walk through the boss and find someones head on a stick :D seriously best Easter egg ever and if you don't know what im talking about then Jesus Christ you should be slapped Damn noob making up stories and shit... 0 Share this post Link to post
Crusader No Regret Posted November 30, 2011 Map 12 in the Doom 2 iwad: Behind a blue key door is a room with nukage and a switch on a raised platform that is initially inaccessible. For years I thought the solution is running around in the sludge to trip the proper triggers to raise platforms that would enable me to reach the switch. Only in 2010 did I think to look at the ceiling... 0 Share this post Link to post
Optimus Posted November 30, 2011 Crusader No Regret said:Map 12 in the Doom 2 iwad: Behind a blue key door is a room with nukage and a switch on a raised platform that is initially inaccessible. For years I thought the solution is running around in the sludge to trip the proper triggers to raise platforms that would enable me to reach the switch. Only in 2010 did I think to look at the ceiling... Wow! I did exactly the same thing and just noticed it :) 0 Share this post Link to post
TwinBeast Posted November 30, 2011 Doom2 is full of torches. The new cool looking tech lights are used only in a few maps. I found this when I wanted to find a map with them, but then everywhere I went, torches.. even when it would have been more fitting to use a tech light. 0 Share this post Link to post
ellmo Posted November 30, 2011 if you pick up a MEDIKIT when below 25% hp, the message is more than just "picked up medikit" Found this out only a year ago and been playing since 1994. 1 Share this post Link to post
Maes Posted November 30, 2011 ellmo said:if you pick up a MEDIKIT when below 25% hp, the message is more than just "picked up medikit" Found this out only a year ago and been playing since 1994. Well it was supposed to work in this way but it was actually broken all this time. You probably discovered it through a source port that fixed it ;-) 0 Share this post Link to post
ellmo Posted November 30, 2011 Maes said:Well it was supposed to work in this way but it was actually broken all this time. You probably discovered it through a source port that fixed it ;-) Oh? Oh. OH! I see. But I've been using ports for years, started somewhere around Zdoom 1.22, so that still proves I'm blind. 0 Share this post Link to post
Maes Posted November 30, 2011 Next thing you're gonna tell me that the OUCHFACE was NOT supposed to be an expression of amazement when Doomguy was hurt very badly but then quickly healed by a large amount ;-) 0 Share this post Link to post
Varis Alpha Posted November 30, 2011 If indirectly prompted, Hell Nobles are able to hurt and kill each other with their melee attack. Don't know if there's any way to prompt them to do so without resorting to certain source-ports, though. 0 Share this post Link to post
killer2 Posted November 30, 2011 Wagi said:I think it's possible with barrels. Yep that's true. Should also work for imps. 0 Share this post Link to post
Maes Posted November 30, 2011 It's possible, but it's harder than you think. In short, a monster or player is set as the cause for a barrel's explosion only if the barrel doesn't blow up as the result of that hit. In essence, a barrel has to survive at least one hit from a monster in order to be assigned an "inflictor". The attack that causes a barrel to blow does NOT assign an inflictor, thus undamaged barrels that are destroyed in a single attack can cause no infighting: even if monsters are hurt by it they consider to be attacked by "null" and focus on their previous targets. If however e.g. a monster A damages a barrel WITHOUT making it explode, and then a monster B damages it further and makes it blow up in the face of both himself and A, guess what will happen? :-p Monster B will get angry at monster A, because the barrel survived one hit from monster A and thus A was registered as the one to blame. And monster A WON'T get angry at monster B, because B won't have registered as the barrel's "inflictor". Now that's something you surely didn't know ;-) And a funnier variation of the above scenario, if you use Doom v1.1 or lower monster A won't only be attacked by monster B, it will also ATTACK ITSELF in self-punishment for damaging the barrel ;-) 0 Share this post Link to post
_bruce_ Posted November 30, 2011 Maes said:It's possible, but it's harder than you think. In short, a monster or player is set as the cause for a barrel's explosion only if the barrel doesn't blow up as the result of that hit. In essence, a barrel has to survive at least one hit from a monster in order to be assigned an "inflictor". The attack that causes a barrel to blow does NOT assign an inflictor, thus undamaged barrels that are destroyed in a single attack can cause no infighting: even if monsters are hurt by it they consider to be attacked by "null" and focus on their previous targets. If however e.g. a monster A damages a barrel WITHOUT making it explode, and then a monster B damages it further and makes it blow up in the face of both himself and A, guess what will happen? :-p Monster B will get angry at monster A, because the barrel survived one hit from monster A and thus A was registered as the one to blame. And monster A WON'T get angry at monster B, because B won't have registered as the barrel's "inflictor". Now that's something you surely didn't know ;-) And a funnier variation of the above scenario, if you use Doom v1.1 or lower monster A won't only be attacked by monster B, it will also ATTACK ITSELF in self-punishment for damaging the barrel ;-) Unofficial command line parameter -emo reinstates that behavior even in version 1.666 and up. 0 Share this post Link to post
NaturalTvventy Posted December 4, 2011 Though I'd heard it discussed in the past, I just recently discovered just how efficient tap tap tapping the trigger is for accurately sniping from a distance with the chaingun or pistol. feels kind of cheap when I do it now after so many years of spraying bullets all over, but in the end it's far too ammo conserving to ever go back. 1 Share this post Link to post
LigH Posted December 5, 2011 What I did not "just" found out, but was not yet reported here, and might be interesting for some: The samples DSPLDETH and {DSSGCOCK|DSWPNUP} were used in the song "Wollt ihr das Bett in Flammen sehen?" on the album "Herzeleid" by Rammstein. The song as such starts in a style like a possible DOOM level music (simple, General MIDI like, lo-fi). 0 Share this post Link to post
_bruce_ Posted December 5, 2011 LigH said:What I did not "just" found out, but was not yet reported here, and might be interesting for some: The samples DSPLDETH and {DSSGCOCK|DSWPNUP} were used in the song "Wollt ihr das Bett in Flammen sehen?" on the album "Herzeleid" by Rammstein. The song as such starts in a style like a possible DOOM level music (simple, General MIDI like, lo-fi). Cool, have to check that out. 0 Share this post Link to post
TwinBeast Posted December 6, 2011 SGCOCK is same as WPNUP, but WPNUP is louder. And when I play with sounds coming from the speakers, WPNUP is too loud. When I use my headphones, WPNUP doesn't sound too loud. Same thing happens with the switch sounds, ok in headphones, too loud in speakers. Maybe I need to make me a pwad with these three sounds have less volume... 0 Share this post Link to post
Optimus Posted December 9, 2011 From another thread In E1M8 I open the [unofficial] secret door in the right Baron shell and hit the switch but never use the elevator. Wow! I never knew this existed till now :P 0 Share this post Link to post
Tarnsman Posted December 10, 2011 Crusader No Regret said:Map 12 in the Doom 2 iwad: Behind a blue key door is a room with nukage and a switch on a raised platform that is initially inaccessible. For years I thought the solution is running around in the sludge to trip the proper triggers to raise platforms that would enable me to reach the switch. Only in 2010 did I think to look at the ceiling... Wow I just noticed that. I always just used the automap but I never noticed the ceiling difference. 0 Share this post Link to post
DuckReconMajor Posted December 10, 2011 Crusader No Regret said:Map 12 in the Doom 2 iwad: Behind a blue key door is a room with nukage and a switch on a raised platform that is initially inaccessible. For years I thought the solution is running around in the sludge to trip the proper triggers to raise platforms that would enable me to reach the switch. Only in 2010 did I think to look at the ceiling... holy shit *looks at E2M2 slime room ceiling* fuck fuck fuckin fuck shit 0 Share this post Link to post
Optimus Posted December 10, 2011 A little something I didn't just found out but noticed a year ago and wondered how I haven't noticed it before. The sky texture is not just blitted as a simple image. The sky texture is distorted on X as further you go from the center of view. It's a subtle effect not so easilly noticable, but I go to E1M1 green armor room and rotate around myself and it's easilly noticable. Something like a pseudo-cylinder mapping to give the impression of space outside rather than a blitted image of a background. I am wondering now if my Zdoom port is doing that or it was there on the original Doom too. 0 Share this post Link to post
tempun Posted December 10, 2011 Optimus said:I am wondering now if my Zdoom port is doing that or it was there on the original Doom too. It was. 0 Share this post Link to post
Deathmatcher Posted December 11, 2011 Recently I watched some old video footage of a 1993 visit to id offices. John Romero would play E1M3 and in the blue key area he would say something like "that floor lamp isn't there on UV". I was like "hey, this can't have made it into the release version" - but I started up Doombuilder - and the floor lamp indeed isn't there on UV! Took me more than 16 years to notice that. :P *edit* fixed the map number. 0 Share this post Link to post