Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sigvatr

Things about Doom you just found out

Recommended Posts

13 hours ago, Dragonfly said:

 

I've played Dungeon Keeper II and can say that I thoroughly enjoyed it back when I played it. Just took a look on GOG and it's really cheap, here's a link https://www.gog.com/game/dungeon_keeper_2

 

Oh man. That game was so unbelievably epic. 

 

It also had a weird first person mode where you could (iirc) traverse your dungeon via one of your imps. 

Share this post


Link to post
On 6/12/2019 at 6:06 PM, kb1 said:

I haven't played Dungeon Keeper - it sounds cool! Is it an old game?

It's old, but not as old as Doom.  More Windows 9x era.  They still sell it on GOG last I checked.

Share this post


Link to post

Every outdoors area Episode 1 level uses high walls. The skybox is clearly not designed to be seen below the mountains, so I wouldn't be surprised if Raven never even noticed the mistake!

Share this post


Link to post

I can't see the tutti-frutti (Might be my port) but that sky looks really weird when you point up like that.

 

Screenshot_Heretic_20190621_090701.png.9ef8c66f53b96fb3f0c2ea7dd6d5605d.png

Share this post


Link to post

I just found out/realized that many of the PAN(EL) textures start with the same patch that is TANROCK3.

Share this post


Link to post

Just found out that in zdoom the spider mastermind wakes up even if the player is behind it, no such thing happens in prboon, I don't know why is this difference but is not a minor issue when your sketching your gameplay.

Share this post


Link to post
5 hours ago, Magicana said:

I can't see the tutti-frutti (Might be my port) but that sky looks really weird when you point up like that.

 

Well, it wasn't designed with looking up at it in mind. It's Doom engine we're talking about, you weren't supposed to be able to do that.

Share this post


Link to post
7 minutes ago, Rathori said:

 

Well, it wasn't designed with looking up at it in mind. It's Doom engine we're talking about, you weren't supposed to be able to do that.

You can look up and down in vanilla Heretic, though.

Share this post


Link to post
On 6/18/2019 at 10:46 AM, ETTiNGRiNDER said:

It's old, but not as old as Doom.  More Windows 9x era.  They still sell it on GOG last I checked.

I'm afraid of committing to another "time sink", as I'm so far behind in my work, but I am intrigued. And GOG is, of course awesome. Guess I'm going to have to check it out!

Share this post


Link to post
Posted (edited)
47 minutes ago, TheUltimateDoomer666 said:

You can look up and down in vanilla Heretic, though.

You're right, I though it was Hexen that added it. But still Heretic only allowed looking up at a much smaller angle, like 30 or 45 degrees I think, so you couldn't see the sky the way it is in Magicana's screenshot.

Edited by Rathori

Share this post


Link to post
3 hours ago, Rathori said:

You're right, I though it was Hexen that added it. But still Heretic only allowed looking up at a much smaller angle, like 30 or 45 degrees I think, so you couldn't see the sky the way it is in Magicana's screenshot.

 

Very true. I went and had a look at the various Doom skies, and they all had the same effect. E3 probably has it looking the worst, E1 and E2 the best.

 

Even Sigil had the same effect. Probably because the Doom engine doesn't really like you looking in that direction.

 

Screenshot_Doom_20190621_183304.png.c10545a3dd8f336d93d402ef727ecfc2.pngScreenshot_Doom_20190621_183231.png.b65149bfb32d37156a8df189eea20ece.pngScreenshot_Doom_20190621_183154.png.1f7402e1945d137a6fe8140475fe3d20.pngScreenshot_Doom_20190621_183114.png.a8b7ed31c4cb674e39da67450cb40178.png

Share this post


Link to post

@DynamiteKaitorn I believe that's the result of Raven using a hacky method to increase the sky texture heights.

 

@Magicana This is an intended feature in OpenGL ports, where the sky fades to an average colour of the top row of pixels. The alternative is having the sky texture loop vertically, which is what happens in software renderers. And yes, it's because of the skies being designed without mouselook.

Share this post


Link to post
20 minutes ago, Kapanyo said:

@DynamiteKaitorn I believe that's the result of Raven using a hacky method to increase the sky texture heights.

 

@Magicana This is an intended feature in OpenGL ports, where the sky fades to an average colour of the top row of pixels. The alternative is having the sky texture loop vertically, which is what happens in software renderers. And yes, it's because of the skies being designed without mouselook.

 

I've learned something today. Not sure which I prefer...

 

 

Screenshot_Doom_20190621_212248.png.797fa686b8e6a1ef67d6ce5f7fe33407.png

Share this post


Link to post

Of course the fade out. Imho quite an elegant solution to a problem, that you can't "just fix". So... I like it.

Share this post


Link to post

That, or using mods with long skies. Have long versions been made of the OG skies?

Share this post


Link to post
Posted (edited)
17 hours ago, Magicana said:

 

Very true. I went and had a look at the various Doom skies, and they all had the same effect. E3 probably has it looking the worst, E1 and E2 the best.

 

Even Sigil had the same effect. Probably because the Doom engine doesn't really like you looking in that direction.

 

Screenshot_Doom_20190621_183304.png.c10545a3dd8f336d93d402ef727ecfc2.pngScreenshot_Doom_20190621_183231.png.b65149bfb32d37156a8df189eea20ece.pngScreenshot_Doom_20190621_183154.png.1f7402e1945d137a6fe8140475fe3d20.pngScreenshot_Doom_20190621_183114.png.a8b7ed31c4cb674e39da67450cb40178.png

Oh this is very cool - I quite elegant solution to skies that are not tall enough. It looks like it is averaging the colors near the top, and projecting a blurred-out area to extend the top of the skies.

 

EDIT: Oops, I should have read the next post - heh.

 

What port is this?

Share this post


Link to post

Regarding the skies: They are simply a 256x128 texture and not a skybox like in more modern games. Once you see past the 128 vertical units of the texture, it either repeats or fades out like in OpenGL mode. Some wads use HD skies which cover a lot more area, like Hell Ground or Epic 2 in GL mode.

Share this post


Link to post
17 hours ago, kb1 said:

What port is this?

I'm not sure but this effect can be seen in GZDoom, Zandronum's OpenGL renderer, and presumably tons of other hardware rendered port.

Share this post


Link to post
19 hours ago, kb1 said:

Oh this is very cool - I quite elegant solution to skies that are not tall enough. It looks like it is averaging the colors near the top, and projecting a blurred-out area to extend the top of the skies.

 

EDIT: Oops, I should have read the next post - heh.

 

What port is this?

 

1 hour ago, Kapanyo said:

I'm not sure but this effect can be seen in GZDoom, Zandronum's OpenGL renderer, and presumably tons of other hardware rendered port.

 

It was in GZDoom.

 

The repeating skies was in a software rendered version of Zandronum.

Share this post


Link to post
On 6/22/2019 at 6:27 AM, Spectre01 said:

Regarding the skies: They are simply a 256x128 texture and not a skybox like in more modern games. Once you see past the 128 vertical units of the texture, it either repeats or fades out like in OpenGL mode. Some wads use HD skies which cover a lot more area, like Hell Ground or Epic 2 in GL mode.

Yep. Doomsday has skybox support, and there are skybox packs, which I recall looked quite nice.

Share this post


Link to post

GZDoom (and Zandronum's GL mode, but not software mode) also has skybox support..

Share this post


Link to post

while we're here, k8vavoom also has skybox support. ;-)

Share this post


Link to post

Just noticed this little rising sector in E1M7. Crazy that it took me over 20 years.

Screenshot_20190622-234030~2.png

Share this post


Link to post
Posted (edited)

Does this mean that the Cyberdemon is a Strogg? And the Shambler is an indigenous creature used as part of it's genetic makeup (:o

 

And that must be how they have a natural power source- Cyberdemon throw lightning bolts when?!

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×