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Sigvatr

Things about Doom you just found out

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10 minutes ago, Doomkid said:

where the player still ‘owned’ their most recent corpse, so that a projectile fired on your previous life can still score you a frag if it hits someone, rather than just taking one frag away from the victim.

i always liked this mechanics. it encourages you to actually stay alive, or you'll loose your frag. not that i love multiplayer at all, so maybe dm players know better, of course.

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4 hours ago, Doomkid said:

 

I always thought C/S ports could use a dmflag where the player still ‘owned’ their most recent corpse, so that a projectile fired on your previous life can still score you a frag if it hits someone, rather than just taking one frag away from the victim. I don’t think any ports have that option as of now.

That's already how it works, though. The corpse is still you and any projectile linked to it will still grant you a kill, even under vanilla rules. It only takes a frag away from the victim if the victim is also you, because it's considered and physically is a suicide. 

 

Relevant code here: https://github.com/chocolate-doom/chocolate-doom/blob/21bcebf312e41a3b831c22f72bfd0e94368484e4/src/doom/p_inter.c#L696

You can see it only cares that the source (the projectile owner) has a valid player pointer. It does not care that the source is or isn't the currently controlled player object. 

Edited by Edward850

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Very odd. AFAIK, In all 3 of the C/S ports, if you fire a rocket, die and respawn, then the rocket hits someone, it simply takes a frag from them without rewarding you. If that’s not the intended behaviour, is it a bug that’s just been passed down over the years unknowingly? How bizarre. As ketmar mentioned, this is actually a strategic aspect competitive players keep in mind, deliberately making sure not to respawn until all of their projectiles have run their course, as they won’t get the frag if they respawn too soon (and of course run the risk of spawning in front of their own projectile).

 

Since the obituary string doesn’t know what to do in this instance, the message will just say “Player1 died.” as it takes a frag from them, rather than “Player1 was fragged by Player2.” for example.

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Just found out thanks to a video that the pistol is 100% accurate if you stop firing every time and let it end the animation. So overpowered now :D

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Not really just now, couple weeks back. Found out that barrels in a cluster can send one through a 16mpix wall activating monsters behind it.

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3 hours ago, Doomkid said:

if you fire a rocket, die and respawn, then the rocket hits someone, it simply takes a frag from them without rewarding you

sure. there's no reason to keep that dead body connected to the player (and it may have some undesired consequences). so when you respawn, you granted the new avatar, and "your" dead body is not yours anymore. but if you didn't respawned yet, you may get a frag.

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@Doomkid I'm quite surprised to hear that, indeed I would consider that a bug as well (maybe an overreaching response to making sure kills aren't credited between connections?). I'd be very surprised if this is indeed the case for Odamex, especially.

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5 hours ago, fendor said:

Just found out thanks to a video that the pistol is 100% accurate if you stop firing every time and let it end the animation. So overpowered now :D

 

Chaingun is also 100% accurate if you only tap-fire.

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On 9/24/2011 at 4:26 AM, I'myourtarget said:

That punching Spider Masterminds with 1% health is very difficult. Just saying.

Oh ho ho

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Muffled SSG reloading sounds firstly appeared in Doom 2,not Final Doom

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What do you mean by "muffled"?

 

SSG sounds first appeared in Doom II, since Ultimate Doom doesn't have this weapon at all. In Doom II, they are at 22 khz, in Final Doom they're downsampled to 11 khz, as a consequence of the IWADs having been created with DEUTEX, because DEUTEX assumed that all Doom sounds have to be 11 khz. Some console ports (Xbox for example) also assume that all Doom sounds are 11 khz and therefore play the SSG reload sound at half-speed.

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This is about Doomworld itself, just discovered last night that while your content count is at 420, your member status / title thing says "Dank Member", haha. I did a hard double take on that one, rubbed my eyes a little, squinted extra good just to make sure.

 

It made me think of another time a little while back now, for a brief moment my member status said "Boney Member". I was so confused, could never figure it out, and it was gone as quick as it came. I'm guessing now it had something to do with content count, but I'm at a loss for what it meant. 

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^ My recollection is that the 'Boney Member' status came up when 206 posts were reached, that being the number of bones in the human body.

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I recently noticed you can dynamically alter how many frames a sprite/thing has in a DEHACKED file. Not sure what the limits are doing this but it's quite handy to know I can add extra attacks to a boss enemy.

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On mardi 3 décembre 2019 at 9:35 PM, RonnieJamesDiner said:

This is about Doomworld itself, just discovered last night that while your content count is at 420, your member status / title thing says "Dank Member", haha. I did a hard double take on that one, rubbed my eyes a little, squinted extra good just to make sure.

 

It made me think of another time a little while back now, for a brief moment my member status said "Boney Member". I was so confused, could never figure it out, and it was gone as quick as it came. I'm guessing now it had something to do with content count, but I'm at a loss for what it meant. 

There's a whole thread about those things:

 

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Opening the menu in vanilla causes desyncs. Seems I got too used to PrBoom behavior where it doesn't break the recording (and pausing doesn't get recorded either), so when I made a demo of the entire KDITD episode I nullified it by opening the menu right at the beginning of E1M1...

Edited by seed

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Spectres are blessed by the Unicorn, because they are simultaneously invisible (nearly) and pink.

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On 11/30/2019 at 11:28 AM, Gez said:

In Doom II, they are at 22 khz, in Final Doom they're downsampled to 11 khz, as a consequence of the IWADs having been created with DEUTEX, because DEUTEX assumed that all Doom sounds have to be 11 khz. Some console ports (Xbox for example) also assume that all Doom sounds are 11 khz and therefore play the SSG reload sound at half-speed.

This is something I just found out.

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I found out that MAP14 of Doom II has more sidedefs but less linedefs than MAP15. How about that. Now I'm curious about the sidedef to linedef ratio of every IWAD map.

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On 12/4/2019 at 6:40 AM, Summer Deep said:

^ My recollection is that the 'Boney Member' status came up when 206 posts were reached, that being the number of bones in the human body.

What happens when you reach 666 posts? Because I'm close to it right now 

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1 hour ago, Maximum Matt said:

What happens when you reach 666 posts? Because I'm close to it right now 

you will get the rank: Evil Member

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On 12/9/2019 at 6:32 AM, zaszthedestroyer said:

Satan shows up in your house and shows you how to play doom

Doesn't Satan have a bit of a conflict of interest here? I'm not sure I'd take his advice.

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4 hours ago, damerell said:

Doesn't Satan have a bit of a conflict of interest here? I'm not sure I'd take his advice.

 

All a trick to get you to take that teleporter in E1M8.

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I just recently realised that having both keys shows a small skull just in front of the key card. I always thought it was some smiling blob face as a joke ID added if you tried cheating using IDKFA.

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3 hours ago, DynamiteKaitorn said:

I just recently realised that having both keys shows a small skull just in front of the key card. I always thought it was some smiling blob face as a joke ID added if you tried cheating using IDKFA.

 

Only in some source ports.

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