Archanhell Posted August 15, 2018 1 hour ago, elarmadillo3 said: Any idea where you found that? Once again, I don't remember. But I'm pretty sure I've seen it before. 0 Share this post Link to post
elarmadillo3 Posted August 15, 2018 39 minutes ago, Solmyr said: I believe this is the sound spawn cubes from the Icon of Sin make when flying towards their destination. It's not that, i have never heard that sound in the game other than when i quit the game. (By the way, i play with GZDoom, so maybe it's a ZDoom thing only?) 0 Share this post Link to post
Solmyr Posted August 15, 2018 9 minutes ago, elarmadillo3 said: It's not that, i have never heard that sound in the game other than when i quit the game. (By the way, i play with GZDoom, so maybe it's a ZDoom thing only?) No, i play with Zdoom, GZdoom, Prboom+ and Chocolate Doom and i heard the same sound, i think i heard it from the spawn cubes but it was hard to make it up because of the sounds of other monsters and the music, maybe it is some unused sound left from the early development of Doom, the sound doesn't appear anywhere in game aside from quit messages. 1 Share this post Link to post
Gez Posted August 15, 2018 sfx_boscub == DSBOSCUB. Open doom2.wad with SLADE 3 and listen to it. Here's some vanilla Doom code: // travelling cube sound void A_SpawnSound (mobj_t* mo) { S_StartSound (mo,sfx_boscub); A_SpawnFly(mo); } Wow, it sounds like the action function A_SpawnSound plays that woowawoo sound! In vanilla Doom! Amazing!!!!! {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1 {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2 {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3 {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4 Woah, it looks like the state S_SPAWN1 calls the A_SpawnSound function! In vanilla Doom!!!!!!!!!!1!!! Unbelievable!!!!!! { // MT_SPAWNSHOT -1, // doomednum S_SPAWN1, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_bospit, // seesound 8, // reactiontime sfx_None, // attacksound S_NULL, // painstate 0, // painchance sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate S_NULL, // deathstate S_NULL, // xdeathstate sfx_firxpl, // deathsound 10*FRACUNIT, // speed 6*FRACUNIT, // radius 32*FRACUNIT, // height 100, // mass 3, // damage sfx_None, // activesound MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP, // flags S_NULL // raisestate }, Wowee-wow, it seems that S_SPAWN1 is the spawn state of the spawn cube! In vanilla Doom!!?!!!!1!! Astounding!!!!oneoneone 2 Share this post Link to post
KVELLER Posted August 15, 2018 I just realised that the switch that opens the door to the "secret" hallway with health and armor bonuses in E2M1 can only be activated once. 2 Share this post Link to post
kb1 Posted August 16, 2018 7 hours ago, Gez said: Wow, it sounds like the action function A_SpawnSound plays that woowawoo sound! In vanilla Doom! Amazing!!!!! {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1 {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2 {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3 {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4 Woah, it looks like the state S_SPAWN1 calls the A_SpawnSound function! In vanilla Doom!!!!!!!!!!1!!! Unbelievable!!!!!! Wowee-wow, it seems that S_SPAWN1 is the spawn state of the spawn cube! In vanilla Doom!!?!!!!1!! Astounding!!!!oneoneone Wowee-wow... the cube is... full-bright??? (32768+) Never knew that. 0 Share this post Link to post
Aquila Chrysaetos Posted August 16, 2018 16 hours ago, Gez said: int quitsounds[8] = { sfx_pldeth, sfx_dmpain, sfx_popain, sfx_slop, sfx_telept, sfx_posit1, sfx_posit3, sfx_sgtatk }; int quitsounds2[8] = { sfx_vilact, sfx_getpow, sfx_boscub, sfx_slop, sfx_skeswg, sfx_kntdth, sfx_bspact, sfx_sgtatk }; So, we have: 1. player death, demon pain, zombie/imp pain, gib sound, teleport, zombie wake up 1, zombie wake up 2, demon bite. 2. arch-vile idle, powerup pickup, boss cube flight, gib sound, revenant swing, knight death, arachnotron idle, and demon bite. The wooaaoo sound is the boss cube flight indeed. It happens that I already answered this question a month ago, but the vanilla code is still the best source. On 7/10/2018 at 10:32 PM, Aquila Chrysaetos said: From the gzdoom.pk3 sndinfo.txt: $random menu/quit1 { player/male/death1 demon/pain grunt/pain misc/gibbed misc/teleport grunt/sight1 grunt/sight3 demon/melee } $random menu/quit2 { vile/active misc/p_pkup brain/cube misc/gibbed skeleton/swing knight/death baby/active demon/melee } Those are all the sounds that play when you quit the game. Most likely the sound being referenced here is skeleton/swing, which is the revenant's melee attack sound. To define the others in the list: menu/quit1: player death, demon/knight/caco pain, zombie/imp pain, XDeath gib sound, teleport, zombie sighted 1, zombie sighted 3, pinky attack menu/quit2: vile active, powerup pickup, BossEye cube fired, XDeath again, revenant melee, knight death, arachnotron active, pinky attack again 1 Share this post Link to post
andrewj Posted August 16, 2018 (edited) On 8/12/2018 at 7:25 AM, Major Arlene said: Half Life's engine is indirectly related to Doom's. When entertaining ideas for a new map I looked into Cry of Fear's texture file system, which incidentally uses a .wad file format to store textures. They can be viewed in Slade and converted into Doom format. On 8/12/2018 at 7:48 AM, Aquila Chrysaetos said: GoldSrc is actually based on the Quake engine, which used .wads and .paks. It's possible to open the various .pak files, and find wads stored within using an editor like Wally and edit them directly. I learned this during my (short-lived) time doing rudimentary HL1 modding. The wad files used by Quake or HL1 are not compatible with DOOM wads. Their entries can be upto 16 characters long and each entry has extra information, like the type of the entry and compression. They were mainly used for textures and other graphics. It is unfortunate that they used the same file extension as DOOM wads. 0 Share this post Link to post
Major Arlene Posted August 16, 2018 54 minutes ago, andrewj said: The wad files used by Quake or HL1 are not compatible with DOOM wads. Their entries can be upto 16 characters long and each entry has extra information, like the type of the entry and compression. They were mainly used for textures and other graphics. It is unfortunate that they used the same file extension as DOOM wads. Well, I’ve successfully converted Cry of Fear textures to Doom format using Slade. So long as you shorten the names you can use them. They don’t retain the exact same palette, they come out a little bit duller, but otherwise they’re fine to use so long as you convert them. You’d be correct in saying that the wad files by themselves are not usable, but it doesn’t mean that the entries are entirely unusable. 0 Share this post Link to post
Gez Posted August 16, 2018 (edited) Let's not even talk about all the formats that used .dat extension... SLADE can open Quake and Half-Life wads, but that's because it has an archive class for them. 0 Share this post Link to post
D88M Posted August 16, 2018 I am sure i am not alone in this: It took me years, almost decades, to realize what the true eyes of the Cyberdemon were at. I only found out some years ago, my life was never the same. 2 Share this post Link to post
Jon Posted August 17, 2018 16 hours ago, geo said: There was a DOOM movie!!! Yeah, a bit of a cult classic but I think Event Horizon holds up today 5 Share this post Link to post
Dwaze Posted August 17, 2018 I leaned that the mancubus' three attack sequence is always the same. 1st shot: one fireball goes towards you, while the second goes to your right. 2nd shot: one fireball towards you and one to the left. 3rd shot: one fireball to left and one to the right. How could I miss that one wow. 2 Share this post Link to post
Vermil Posted August 17, 2018 2 minutes ago, Dwaze said: Yep, and Mr Romero has said the sequence was chosen because ID found most people sidestep to the right over left. 4 Share this post Link to post
Dwaze Posted August 17, 2018 11 minutes ago, Vermil said: Wow I always found mancubi a bit unpredictable, but actually they are not. Good stuff. 0 Share this post Link to post
The_MártonJános Posted August 17, 2018 The "main verse" of Donna to the Rescue (E3M2/E4M2) consists of five pairs of beats ("instead" of four). Took me 14 years to become truly aware of this. 0 Share this post Link to post
Solmyr Posted August 17, 2018 Some texture missalignments in MAP 01 Congo from Plutonia. 0 Share this post Link to post
Scypek2 Posted August 18, 2018 15 hours ago, Solmyr said: Some texture missalignments in MAP 01 Congo from Plutonia. Wow, and I thought this was egregious. 0 Share this post Link to post
42PercentHealth Posted August 18, 2018 The number 42 appears in the PRNG table twice. 4 Share this post Link to post
Solmyr Posted August 18, 2018 11 minutes ago, Scypek2 said: Wow, and I thought this was egregious. I guess Map 01 of Plutonia has surpassed E3M4 in your book. 0 Share this post Link to post
NaZa Posted August 18, 2018 I think the computer panels in MAP02 of Doom II take the cake. 0 Share this post Link to post
Cruduxy Pegg Posted August 18, 2018 38 minutes ago, 42PercentHealth said: The number 42 appears in the PRNG table twice. So you are working on memorizing it after all? :P 1 Share this post Link to post
42PercentHealth Posted August 18, 2018 2 minutes ago, Pegg said: So you are working on memorizing it after all? :P lol, no! I don't think it would do me any good anyway. Just had it open in a browser tab, so I decided to search the page for "42". :-P 0 Share this post Link to post
CaptainResident Posted August 18, 2018 Map 32 of Plutonia (and its sequel) are easy if you know what the hell you're doing. 0 Share this post Link to post
Novaseer Posted August 18, 2018 On 8/9/2018 at 2:28 PM, Pegleg said: But yes, slaughtermaps (at least, well-made ones) will force you to understand the array of enemies and how best to handle them. How to best handle them? Play with ROK. 1 Share this post Link to post
Solmyr Posted August 18, 2018 (edited) 58 minutes ago, NaZa said: I think the computer panels in MAP02 of Doom II take the cake. I guess missalignments of computer panels are either tolerated or ignored by most players, in Doom 1 most rooms and mazes with computer panel textures all have missalignments. 0 Share this post Link to post
Cruduxy Pegg Posted August 18, 2018 34 minutes ago, 42PercentHealth said: lol, no! I don't think it would do me any good anyway. Just had it open in a browser tab, so I decided to search the page for "42". :-P Not like it is possible to keep up with beside in TAS runs haha. 0 Share this post Link to post
seed Posted August 18, 2018 29 minutes ago, Solmyr said: I guess missalignments of computer panels are either tolerated or ignored by most players, in Doom 1 most rooms and mazes with computer panel textures all have missalignments. Those misalignment issues would be something new about Doom I just discovered. They're probably not easily noticed because I swear I never noticed them myself while playing in any Doom game, only in various PWADs :v . 0 Share this post Link to post
NaZa Posted August 18, 2018 Once you do notice the MAP02 misalignment it just hurts. 5 Share this post Link to post