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Sigvatr

Things about Doom you just found out

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4 minutes ago, Gez said:

Not in vanilla.

 

The code that assigns the "target" pointer to the source of damage runs after the code that says to enter the death state if health went negative, so a barrel will only pass on a target if it was damaged but not destroyed previously.

 

For example, if a zombieman shoots a barrel accidentally and deal it damage, but the barrel survives, the barrel will then store the zombieman in its target pointer. Then if an imp throws a fireball that explodes the barrel, the barrel will explode before the pointer is updated to the imp. If the explosion hurts a nearby baron, then the baron will be informed by the barrel's explosion that the zombieman is the culprit. And then the baron will gib the zombieman, and the imp will laugh at its successful prank.

Lol. That's interesting.

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Ah, I guess that is probably an oversight in the original code. Most of the monster attacks rarely one-shot a barrel. There were some funny bugs with the barrel code making monsters attack themselves in early versions.

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Apparently, the wolfenstein SS don't infight with each other in Eternity? TIL, I guess. Makes sense, but it's still unexpected, it made me think the Minor Sprite Fixing project (which adds directional sprites for the SS) failed to load. Guess my DMP2018 map is gonna be a bit different for Eternity users...

 

Edit: never mind, they do infight... just not on MAP31 and MAP32. Maybe, I don't know. I don't know anything anymore. I also don't know how to summon a Shotgun Guy in Eternity, but that's irrelevant.

Edited by Scypek2

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2 hours ago, Scypek2 said:

I also don't know how to summon a Shotgun Guy in Eternity, but that's irrelevant.

Punch "summon sergeant" into the console.

 

As for the infighting not working, I can't figure that out. I've been running through the code in the debugger and the line that sets targets such that monsters infight seems to execute just fine. For a test I ran WinMBF and it also has the same issue, so I assume this is some strange killoughism that EE inherits.

 

EDIT: Even when they do infight using -vanilla it looks weird because they lack rotations for attacking sprites.

Edited by Altazimuth

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I wonder if anyone's going to get around to making a full-fledged resource pack of the unused stuff. The one that's been floating around is very incomplete.

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5 hours ago, GoatLord said:

I wonder if anyone's going to get around to making a full-fledged resource pack of the unused stuff. The one that's been floating around is very incomplete.

Seconding this. It'd be nice to have all those extra materials tidied up and put together in one package.

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I just wonder why was that one specific texture labeled "do not use"... and now that someone made a tiled version of that texture so it will inevitably end up being used after all... are we going to suffer some terrifying unforeseen consequences of not heeding the cryptic warning?

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i honestly have no idea if this is a quirk of vanilla or prboom but apparently the face responds to pain faster than the palette does

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Just made an interesting discovery - a bug in the behavior of Lost Soul. After the attack, stopping near an obstacle, he simply stands still and does not attack the player until he sees him again. One condition is important here - the player should not use a weapon. If a shot happens, the effect will immediately be lost.


Similar happens under Chocolate Doom and Boom. In G\ZDoom ports there is no such thing.


Interestingly, had anyone noticed this before?

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Yes, of course. In fact this was even mentioned on the previous page of this thread:

On mardi 30 octobre 2018 at 7:27 AM, InsanityBringer said:

pedantry, I guess: in vanilla doom lost souls "go to sleep" if they hit a wall after seeing you and charging, if you haven't made a sound. This occasionally has some application, such as 4shockblast's well known E2M8 pacifist run.

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This is a voodoo doll, not another player, when I was playing Eternal Doom.

If you crouch, it crouches. Curious, funny. Maybe not classic Doom related, since crouching didn't exist in the original Doom where mappers however would use voodoo dolls, but a bug/feature of GZDoom?

Jumping or shooting or anything else doesn't have effect.

 

 

 

 

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It added by ZDooM a time ago(not sure when it was in) so GZDooM also has it too.

 

https://zdoom.org/wiki/Crouching

 

===

 

Also, unused death "crouching player" sprite set exists (was in gzdoom.pk3 but now is in zd_extra.pk3, due GZDooM has been GPLed. For ZDooM, it should be in zdoom.pk3.)

 

https://forum.zdoom.org/viewtopic.php?f=7&t=18162

(My bug report about this from 2008, too bad it still not happens, not sure if "technical reasons" still exists now...)

 

Just check your zdoom.pk3/zd_extra.pk3(if exists) and will found them in sprites/plyc/ directory.

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Finally I found out, that Tanrock3 is the perfect wood substitute. Finally I have a "wood" flat, without weird borders,grooves or details. Actually it looks more like wood than rock.

tanrock3.png.63747e600f92d8016eca72513a5c1fe5.png

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They might've also used the texture as rock. But also, it seems that they liked grouping many textures under similar names even when it didn't make much sense. See the SLIME* and RROCK* flat series in particular.

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I have just this moment realized that Graf Zahl is not the given name of the person who maintains GZDoom, but is in fact the German name of the Count from Sesame Street. (And I took German for four years and never realized the pun...)

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On 11/6/2018 at 7:36 AM, elend said:

You are right. It's exactly the same. Why name it "rock" then?

The texture, patch, and flat names in Doom became more and more distant from their original reasonings, as Doom went from alphas, to beta, to release, and up to Doom II. If you study this progression, you find that certain groups of images get split up and moved around many times. I suppose the id guys got used to the names, and didn't bother to better organize them.

 

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All-Ghosts bug in Memento Mori again. This time Memento Mori 2, map 4. When I did the jump from the secret in the bloodfall to the other southern area - between Duck Nukem's grave and Green Soldier's grave - I was right inbetween some imps and demons and couldn't hurt them, no matter how much I shot. I also think I walked through walls too. 

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15 hours ago, spd7693 said:

All-Ghosts bug in Memento Mori again. This time Memento Mori 2, map 4. When I did the jump from the secret in the bloodfall to the other southern area - between Duck Nukem's grave and Green Soldier's grave - I was right inbetween some imps and demons and couldn't hurt them, no matter how much I shot. I also think I walked through walls too. 

what source port are you using?

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After Hitler was killed by BJ in Wolf 3D, the Icon of Sin transported his remains to hell to resurrect and turn him into the first Mancubus, his mustache remained but it was turned green.

Edited by Avoozl

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