Cacodemon345 Posted May 6, 2018 I think that support was added in source ports such as ZDoom. 0 Share this post Link to post
Lila Feuer Posted May 6, 2018 22 hours ago, printz said: Nearly all Heretic monsters move a bit faster on skill 5 than on lower skill levels. Even more, this only applies to skill 5 and not on -fast. Sabreclaws don't get any faster, ironically. Most of the projectiles also don't get any faster in Hexen, but the Ettins got faster in movement speed. 0 Share this post Link to post
belandino Posted May 7, 2018 On 29/4/2018 at 10:06 AM, Xyzzy01 said: Zombiemen, imps, demons, spectres, barons, hell knights, and cyberdemons don't go full-bright when they attack. Lost souls and spawn cubes are always rendered at full brightness. Shotgunners, however, go full-bright when they attack on Doom v1.25 (special version for Sybex): 0 Share this post Link to post
Aquila Chrysaetos Posted May 7, 2018 If I remember properly, in the final version, chaingunners and wolfss go fullbright when they attack. 0 Share this post Link to post
printz Posted May 7, 2018 On 06.05.2018 at 9:03 PM, cyan0s1s said: Most of the projectiles also don't get any faster in Hexen, but the Ettins got faster in movement speed. Apparently Hexen has the same rules as Heretic. Ettins are more noticeable because their walking frames take longer on normal skill and they have to move to get to you. There's also a minimum length cap, explaining why some monsters aren't made fast at all. 0 Share this post Link to post
Havoc Crow Posted May 10, 2018 Reading TVTropes and stumbled upon this bit of insight: Quote Doom-engine games usually have a very simple first level, with a name that evokes feelings of having just arrived: Doom E1M1 is 'Hangar', Doom II MAP01 is 'Entryway', Heretic E1M1 is 'The Docks'... 0 Share this post Link to post
baja blast rd. Posted May 10, 2018 (edited) Voodoo dolls can telefrag stuff on all map slots. 6 Share this post Link to post
Xyzzу Posted May 10, 2018 On 5/7/2018 at 5:07 AM, Anonymous3000 said: Shotgunners, however, go full-bright when they attack on Doom v1.25 (special version for Sybex): On 5/7/2018 at 8:35 AM, Aquila Chrysaetos said: If I remember properly, in the final version, chaingunners and wolfss go fullbright when they attack. When I said zombiemen, I mean the green-haired former humans 😛 0 Share this post Link to post
SiFi270 Posted May 10, 2018 6 minutes ago, rdwpa said: Voodoo dolls can telefrag stuff. The first map of Heroes 2 (which got it from a wad that's otherwise lost forever) has a really interesting example of that, but unfortunately it doesn't actually work in most source ports. 1 Share this post Link to post
Xyzzу Posted May 10, 2018 (edited) 9 minutes ago, rdwpa said: Voodoo dolls can telefrag stuff on all map slots. I've seen this happen in Cyberdreams. 5 Share this post Link to post
Aquila Chrysaetos Posted May 10, 2018 (edited) I gathered that. I was referring to them in addition. Also, unless I'm horribly mistaken, any actor that inherits properties from the PlayerPawn actor should be able to telefrag anything, including other actors of its type. Quote ACTOR PlayerPawn native { Health 100 Radius 16 Height 56 Mass 100 Painchance 255 Speed 1 +SOLID +SHOOTABLE +DROPOFF +PICKUP +NOTDMATCH +FRIENDLY +SLIDESONWALLS +CANPASS +CANPUSHWALLS +FLOORCLIP +WINDTHRUST +TELESTOMP +NOBLOCKMONST Player.AttackZOffset 8 Player.JumpZ 8 Player.GruntSpeed 12 Player.FallingScreamSpeed 35, 40 Player.ViewHeight 41 Player.UseRange 64 Player.ForwardMove 1,1 Player.SideMove 1,1 Player.ColorRange 0,0 Player.SoundClass "player" Player.DamageScreenColor "ff 00 00" Player.MugShotMaxHealth 0 Player.FlechetteType "ArtiPoisonBag3" Player.AirCapacity 1 Obituary "$OB_MPDEFAULT" } From https://zdoom.org/wiki/Classes:PlayerPawn. The important flag here is TELESTOMP, since I forgot to note that. 0 Share this post Link to post
whirledtsar Posted May 10, 2018 10 hours ago, JudgeDeadd said: Reading TVTropes and stumbled upon this bit of insight: Whereas Hexen's is "The Winnowing Hall", winnowing basically meaning separating the wheat from the chaff... 1 Share this post Link to post
42PercentHealth Posted May 10, 2018 5 hours ago, rdwpa said: Voodoo dolls can telefrag stuff on all map slots. I just found out that there's still stuff about Doom rdwpa didn't know. Er, well, there was, about 5 hours ago... 4 Share this post Link to post
dickkickem Posted May 11, 2018 DOOM Version 1.0 had a hidden swastika on the map. 0 Share this post Link to post
Krysiu Posted May 11, 2018 Lately I learned that BFG rays do not depend on the direction player is looking while the BFG shot is connecting with target. I know, I discovered it quite late. 0 Share this post Link to post
Teder Posted May 11, 2018 Ok - two things: First - classic doom music: and the second: I hope you hear this :) The same theme at begining. 0 Share this post Link to post
SiFi270 Posted May 11, 2018 (edited) I learned another new thing about Crispy Doom's resurrection cheat. If you use it after telefragging a voodoo doll, a new one appears over the gibs of the previous one. EDIT: After killing a bunch more they eventually stopped respawning and I was left with a bunch of dead me's. But the main reason I edited this post is because I've just learned that Doom RPG 1 and the Doom 3 novels have a character called "General Hayden". Any relation to Samuel? Who knows? Edited May 11, 2018 by SiFi270 1 Share this post Link to post
Aquila Chrysaetos Posted May 11, 2018 Quote When a monster has the Ambush flag (Deaf is a bad name for it), it will have a 360 degree field of view, seeing the player in any direction no matter what direction it is facing. @Empyre said this on the Strange Linedef Behavior thread in Doom Editing. I didn't know that about the ambush flag. 0 Share this post Link to post
Gez Posted May 11, 2018 More precisely: when monsters are idle, they can only see in front of them. When they are woken up, they get 360° vision. However, when monsters are woken up by hearing the player using a weapon, they normally go and start hunting directly, so you can't really notice that they can now see in their back since they're moving. It's just that if they have the ambush flag, then they will not move until they see the player -- and since they've been woken up, they can now also see in their back. 3 Share this post Link to post
Aquila Chrysaetos Posted May 11, 2018 @Gez, neat. Learn something new everyday. I knew about the LOOKALLAROUND flag, but I never knew that monsters had 360 degree vision while they were "awake." 0 Share this post Link to post
Empyre Posted May 11, 2018 Ah, so if a monster has the Ambush flag and also has not heard you, it will see only in front? I love learning new things! 1 Share this post Link to post
Gez Posted May 12, 2018 Yeah. Idle monsters can see only in front and are woken up by either seeing the player, hearing the player, or getting hurt by the player. Ambush monsters will wake up normally, but not move if they merely hear the player. 0 Share this post Link to post
Aquila Chrysaetos Posted May 14, 2018 I learned earlier today that sectors tagged 667 raise by the height of the first (or second, if one isn't present) sidedef's lower texture, so a texture like STEP1 would cause it to raise 16 units, but one like METAL2 would cause it to raise 128 units. I always avoided using that tag because I never understood how it worked. 0 Share this post Link to post
Xyzzу Posted May 17, 2018 An arch-vile jump can take you up a ledge as high as 72 units. 1 Share this post Link to post
Quagsire Posted May 17, 2018 Apparently 2 point blank range SSG blasts kill a revenant faster than 3 direct hits from rockets 0 Share this post Link to post
HAK3180 Posted May 17, 2018 42 minutes ago, AbsorbedHatch said: Apparently 2 point blank range SSG blasts kill a revenant faster than 3 direct hits from rockets Depends how far away you are firing the rockets. 3 direct rocket hits always kills a revenant, and 3 rocket launches is faster than two super shotgun blasts. So the only thing that would make 2 SSG blasts kill it faster is the distance the rockets have to travel. It'd be interesting to know what the distance is when 3 rockets become slower. 3 Share this post Link to post
Aquila Chrysaetos Posted May 17, 2018 14 minutes ago, HAK3180 said: Depends how far away you are firing the rockets. 3 direct rocket hits always kills a revenant, and 3 rocket launches is faster than two super shotgun blasts. So the only thing that would make 2 SSG blasts kill it faster is the distance the rockets have to travel. It'd be interesting to know what the distance is when 3 rockets become slower. It would also depend on whether the revenant is moving relative to the player. If the player's hauling ass toward it for whatever reason and the rev doing the same, it'll probably get much faster. And weirder. Why are you charging a revenant while shooting rockets at it? 0 Share this post Link to post
Fonze Posted May 17, 2018 The percentage chance of 2 direct-hit rockets not killing a rev is in the single digits. Both rockets have to get literally the lowest roll possible for 2 direct hits to not kill a rev. Anything but the lowest roll on either rocket will kill the rev in 2 hits. If you went up against 100 revs one-on-one, one-after-another with just one weapon, the SSG would take longer to go through them all than the RL. 3 Share this post Link to post
rehelekretep Posted May 17, 2018 8 minutes ago, Fonze said: If you went up against 100 revs one-on-one, one-after-another with just one weapon, the SSG would take longer to go through them all than the RL. dont give @TimeOfDeath666 map ideas... 2 Share this post Link to post