Archanhell Posted July 20, 2018 Just now, KVELLER said: What kind of error? I'm honestly a bit lazy to go and find it, but it was a mapping error. You know the red roof on that big room with two skulls switches full of corpses? If you look at it from the location of... an green armor? you can see a error. 0 Share this post Link to post
Scypek2 Posted July 21, 2018 I've never seen any visual errors there, but I know of two other bugs in that room. One is an inexplicably impassable line down in the baron pit, and also it's possible to enter the secret teleporter to the monster ledge before it opens, getting stuck as a result. 0 Share this post Link to post
elend Posted July 21, 2018 Just by starting to actually get into mapping, I realized that the CEMENT textures are meant to depict, well, cement / concrete. I must say it does not look at all like that. I was always wondering what kind of surface this is supposed to be. They are actually some of my least favourite textures in Doom, due to their "photographic" appearance, whereas most other textures have a more hand drawn look. 0 Share this post Link to post
Archanhell Posted July 22, 2018 10 hours ago, Scypek2 said: I've never seen any visual errors there, but I know of two other bugs in that room. One is an inexplicably impassable line down in the baron pit, and also it's possible to enter the secret teleporter to the monster ledge before it opens, getting stuck as a result. The visual error is just found if you 'fly' to that section on the corner which opens and I think Pain Elementals go out, if you get the closest to the left, you can see it. 0 Share this post Link to post
Fonze Posted July 22, 2018 That visual error is called a hall of mirrors effect, or HoM, and is due to a missing texture. 3 Share this post Link to post
Dragonsbrethren Posted July 22, 2018 (edited) On 7/19/2018 at 9:38 AM, Scypek2 said: How do you horizontally misalign a 16-wide door border texture on a 16-wide linedef? I'd suspect a rogue autoalign feature, but this is an iwad map, meaning Sandy had to manually set the texture offset to 8 for some reason. DoomEd did have a rudimentary texture alignment feature—the FirstCol calculator. It still doesn’t make this error any less baffling. My only guess is the texture or line length was changed after the alignment was done. I also find it amusing that Romero must’ve been dead set against using that calculator, given how poor his texture alignment tends to be. (Sandy actually aligns much better) Edited July 22, 2018 by Dragonsbrethren 0 Share this post Link to post
Urthar Posted July 22, 2018 I wasn't aware that this bug existed until recently P_PlayerInSpecialSector. Fortunately, I was able to fix it in the strict vanilla map I was working on. 0 Share this post Link to post
Novaseer Posted July 22, 2018 You can't IDCLIP through a sector with Instant Death. 0 Share this post Link to post
Solmyr Posted July 22, 2018 6 hours ago, Novaseer said: You can't IDCLIP through a sector with Instant Death. You can if you use IDDQD or type god in the console. 0 Share this post Link to post
DynamiteKaitorn Posted July 22, 2018 7 hours ago, Novaseer said: You can't IDCLIP through a sector with Instant Death. You can if you use GOD2 with any sourceport that has ultimate god mode ;) 0 Share this post Link to post
Novaseer Posted July 22, 2018 1 minute ago, DynamiteKaitorn said: You can if you use GOD2 with any sourceport that has ultimate god mode ;) I know, but IDCLIP alone will not let you go through. 0 Share this post Link to post
damerell Posted July 22, 2018 7 hours ago, Novaseer said: You can't IDCLIP through a sector with Instant Death. Today I learned that some source ports have an instant death sector type. 3 Share this post Link to post
Jon Posted July 22, 2018 (edited) 1 hour ago, damerell said: Today I learned that some source ports have an instant death sector type. It’s something we hoped to put into the “boom++” spec too. And for op’s op, the elephant in the room is that vanilla doom *doesn’t* have an instant death type. Recently this thread has felt more like “things about zdoom I just found out” 6 Share this post Link to post
Aquila Chrysaetos Posted July 23, 2018 In Chocolate Doom (and probably PRBoom, given they handle collision the same), if you hug a wall between yourself and an arch vile, but it can still attack you, the attack will only do 20 damage instead of the normal full 90. I discovered this in Eternal Doom MAP04 and will probably induct this in one or two of my own maps. 1 Share this post Link to post
Gez Posted July 23, 2018 That's because the origin of the explosion will be inside the wall, so you'll get total cover. Arch-vile attack inflicts 20 direct damage and 70 blast damage. This blast damage also means that an arch-vile can hurt (and eventually kill) itself by attacking targets that are close to it. 4 Share this post Link to post
Aquila Chrysaetos Posted July 23, 2018 I did know that a vile can kill itself with its own blast damage, but I didn't know that the explosion's origin was physically in front of the player. That's cool. 0 Share this post Link to post
seed Posted July 23, 2018 13 minutes ago, Gez said: That's because the origin of the explosion will be inside the wall, so you'll get total cover. Arch-vile attack inflicts 20 direct damage and 70 blast damage. This blast damage also means that an arch-vile can hurt (and eventually kill) itself by attacking targets that are close to it. Cool, learned something new today fitting for this thread. 0 Share this post Link to post
DynamiteKaitorn Posted July 23, 2018 38 minutes ago, Gez said: That's because the origin of the explosion will be inside the wall, so you'll get total cover. Arch-vile attack inflicts 20 direct damage and 70 blast damage. This blast damage also means that an arch-vile can hurt (and eventually kill) itself by attacking targets that are close to it. This however is NOT the case for GZDooM. Interesting to know it can happen in BooM... now I'm curious if it's the same for vanilla. 0 Share this post Link to post
Aquila Chrysaetos Posted July 23, 2018 22 minutes ago, DynamiteKaitorn said: now I'm curious if it's the same for vanilla. 2 hours ago, Aquila Chrysaetos said: In Chocolate Doom Chocolate Doom emulates vanilla down to the strict limitations. It's the same. 0 Share this post Link to post
stochastic Posted July 23, 2018 Apparently you can berserk punch a barrel into an enemy wtf Definitely gonna try this now. 1 Share this post Link to post
KVELLER Posted July 23, 2018 3 hours ago, DynamiteKaitorn said: This however is NOT the case for GZDooM. Uh, except it is? I always play in GZDoom and I take advantage of this whenever I can. 0 Share this post Link to post
DynamiteKaitorn Posted July 23, 2018 Tested and nope. 700/700 from start to finish of the test. Either I've set it up wrong or it's not a thing for GZDooM. 0 Share this post Link to post
KVELLER Posted July 23, 2018 9 minutes ago, DynamiteKaitorn said: Tested and nope. 700/700 from start to finish of the test. Either I've set it up wrong or it's not a thing for GZDooM. Wait, were you talking about the Archviles hurting themselves? I thought you were talking about the fact that the player can avoid the blast damage. You quoted both things, so I got confused. 0 Share this post Link to post
Gez Posted July 23, 2018 Arch-viles can absolutely hurt themselves by blasting close enemies in GZDoom. 4 Share this post Link to post
Starkiller Posted July 23, 2018 I found out that Sandy Peterson used to be a reviewer, and had some on the Commander Keen series before joining id and taking Tom Hall's place. You can practically smell Sandy on Episode 3 levels and on some of Tom Hall's unfinished levels like Refueling Base. 2 Share this post Link to post
elarmadillo3 Posted July 27, 2018 On 6/14/2018 at 9:03 PM, Fonze said: Fair enough, here is said video in question: (I would use spoilers for these 2 videos but 5 times in a row trying on this post to use them only proves how abysmally DW handles them now; it's pathetic that I can't even use 2 seperate, or even just fucking 1, spoiler(s) in a post just to help with page loading times without totally borking any formatting I also spent time on to make things easier to read) Hide contents And another one that was actually more interesting: Hide contents Fun fact: when I clicked on one of this guy's videos for the first time I mistakenly read his name as afterglow. Seen this dude in my recommended a lot, never watched him but it kinda annoys me how he just steals fan-art. I'm actually glad the original Doom games are getting slightly more "mainstream" now. 0 Share this post Link to post
GamingMarine Posted July 29, 2018 TIL that, in GZDoom, you can put in more than one command in the console by putting in a ; in between commands. For example, "god ; notarget" enable both god mode and notarget at the same time. 5 Share this post Link to post