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Sigvatr

Things about Doom you just found out

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with a savegame you can also modify a level
I'm not sure how, but with enough corruption if you load the savegame the level will have random textures
This should work in Vanilla Doom

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8 hours ago, Kizoky said:

with a savegame you can also modify a level
I'm not sure how, but with enough corruption if you load the savegame the level will have random textures
This should work in Vanilla Doom

 

This has been done as a proof of concept recently, IIRC. In addition to that, you can put together savegames that result in game states that are otherwise totally impossible without modifying the executable, including:

  • Players with negative health
  • Players holding/switching to weapons they don't own
  • Players that do not possess the pistol
  • Players that cannot use or switch their weapon, or do not have any weapons at all
  • Players that cannot move for an extended period of time
  • Players with an out-of-range playerstate, which strangely makes it so when you go into a sector with a lower floor, it lowers your view, but going into a sector with a higher floor doesn't raise your view, so navigating the level results in your camera sinking deeper and deeper beneath the floor.
  • Saves where pickups like medkits are actually boobytrapped and will explode on contact
  • Saves where projectiles are flying through the air, only to turn into some other object when hitting the wall, like a dying zombieman.
  • Elevators that go impossibly fast (or in the wrong direction), lights that strobe impossibly fast or turn on for a set period of time and then turn off indefinitely
  • Mobjs with an out-of-bounds player number (no clue what this would do, will have to test on DosBox)

exploding-pickups-e1m1.zip

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I finally figured out what all switches on Doom 2's MAP26 do. The one at the end of the red key ledge just closes the door for some reason, so that you have to open it with the other switch there unless you take the teleporter instead. The switch in one of the cacodemon closets before the baron exists to open the red key door (which has to be opened beforehand anyway, and never closes) and the secret door leading to the plasma gun (which can also be opened manually, so that's only useful if you don't know about that).

 

Also the exit lines on that map are just a small square, making it very easy to stand on the sky if you approach the exit hole from the side.

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10 hours ago, Scypek2 said:

The switch in one of the cacodemon closets before the baron exists to open the red key door (which has to be opened beforehand anyway, and never closes)

 

And it's like a regular switch? I guess they intended to make the door close, but forgot to do it. Well, we all know who created the map anyways. Still, this proves the concept of locked door switches had been an idea in Doom 2, but I don't know why they cancelled it. Maybe that's also the reason they exist only for doors - because John Romero didn't write codes for locked elevators. 

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After done testing a new custom monster on GZDoom, i was screwing around with the console, at first i typed "give health 1000000" to see if it can give this much health to the player, then i wanted to see what's the limit, so i typed "give health 1000000000000000000000000000000" and instead of an error message or reseting health to 100%, it actually turned doomguy into a dead man walking with negative 2 billion health. I couldn't do anyting but walk or jump, couldn't commit reverse suicide because the "resurrect" command doesn't work, "kill" also doesn't work, neither "take health". Quite fun.

SSMCo3J.png

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That is integer overflow. Starting with a fresh 100HP player, try "give health 2147483547." Then "give health 1." 

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Very intresting, so that's the maximum ammount of health the player can have in this source port.

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It's a limit that can only be raised by going for 64-bit integers, or for floating points. (But floating point health wouldn't really make sense in Doom.)

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2 hours ago, Solmyr said:

 

SSMCo3J.png

Is that a modified version of the Bruiser sprites I shared on the ZDoom forums? I love what you’re doing with them!

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42 minutes ago, Faceman2000 said:

Is that a modified version of the Bruiser sprites I shared on the ZDoom forums? I love what you’re doing with them!

That's right, but it's only slightly modified, i just changed the horns, and what's displayed on its monitor in some frames, it looks like this on the screenshot because it was converted to the Doom pallet.

Thank you for sharing sharing those sprites on the ZDoom forums, i wanted to make a bruiser sprite before but i always kept messing it up because of the mouth monitor and the weird shape of it's head and upper back. 

 

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On 2/11/2020 at 8:17 AM, Scypek2 said:

I finally figured out what all switches on Doom 2's MAP26 do. The one at the end of the red key ledge just closes the door for some reason, so that you have to open it with the other switch there unless you take the teleporter instead. The switch in one of the cacodemon closets before the baron exists to open the red key door (which has to be opened beforehand anyway, and never closes) and the secret door leading to the plasma gun (which can also be opened manually, so that's only useful if you don't know about that).

 

Also the exit lines on that map are just a small square, making it very easy to stand on the sky if you approach the exit hole from the side.

 

Are the extra ways of opening things possibly for death match?

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Most of the crates in Spawning Vats has their lines set to impassible.   Glad I tested deathmatch mode in single player and found out, having placed a DM start on top of one.

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The game is much easier to play and the rooms look lighter when the light in the room you're playing in is on. Or when you're playing the game during the day. I don't know if this applies to GLBoom+ only, but with my lights on I had an a lot easier time playing the game and seeing the rooms. Especially the darker ones. 

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28 minutes ago, spd7693 said:

Or when you're playing the game during the day.

 

Oh fuck yes, I love having the sun shining on my face and the monitor. Nothing beats that shit!

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On GZDoom you can get 3D enemy localization on headphones simply by creating a text file in the game directory called alsoft.ini with the following contents:

hrtf = true

hrtf=true

 

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NUTS.wad IS possible to finish using Chocolate DooM. (Provided you spam IDKFA/IDFA for cell ammo and use IDDQD at the start). This surprised me since the game usually crashes when trying to beat this map.

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3 hours ago, markanini said:

On GZDoom you can get 3D enemy localization on headphones simply by creating a text file in the game directory called alsoft.ini with the following contents:

hrtf = true


hrtf=true

 

 

HRTF can also be enabled through the options menu somewhere I think.

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14 minutes ago, seed said:

 

HRTF can also be enabled through the options menu somewhere I think.

It is called reverb...something in the sound settings on recent GZDoom builds IIRC

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20 minutes ago, TheNoob_Gamer said:

It is called reverb...something in the sound settings on recent GZDoom builds IIRC

 

No, I'm reasonably sure it's called just that - HRTF.

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I was obviously aware that doors (and lifts and other platforms) can crush dead monsters, but not that they can also crush/destroy dropped weapons/ammo from a monster. If you kill a shotgunner just right under an opened door, the door will not only crash his body but also the shotgun he drops. So, you will never get the precious ammo or weapon. I didn't know that one. I know about crashed monster gibs and how it even creates the archville resurrection ghost bug, but nothing on things dropped (I am gonna try and make a map with bonus items under a big opened door, does it only affect the dropped items from monsters or other items?). I found it playing on GZDoom, then tried it on ChocolateDoom just to make sure it's not a bug of GZDoom only.

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On 2/14/2020 at 12:41 AM, Solmyr said:

After done testing a new custom monster on GZDoom, i was screwing around with the console, at first i typed "give health 1000000" to see if it can give this much health to the player, then i wanted to see what's the limit, so i typed "give health 1000000000000000000000000000000" and instead of an error message or reseting health to 100%, it actually turned doomguy into a dead man walking with negative 2 billion health. I couldn't do anyting but walk or jump, couldn't commit reverse suicide because the "resurrect" command doesn't work, "kill" also doesn't work, neither "take health". Quite fun.

SSMCo3J.png

I found this bug way back however.

 

Yeah, I titled it as "Voodoo Doll Glitch returns in GZDoom".

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32 minutes ago, Optimus said:

I was obviously aware that doors (and lifts and other platforms) can crush dead monsters, but not that they can also crush/destroy dropped weapons/ammo from a monster. If you kill a shotgunner just right under an opened door, the door will not only crash his body but also the shotgun he drops. So, you will never get the precious ammo or weapon. I didn't know that one. I know about crashed monster gibs and how it even creates the archville resurrection ghost bug, but nothing on things dropped (I am gonna try and make a map with bonus items under a big opened door, does it only affect the dropped items from monsters or other items?). I found it playing on GZDoom, then tried it on ChocolateDoom just to make sure it's not a bug of GZDoom only.

 

Items with the MF_DROPPED flag are destroyed when crushed. This is vanilla behavior. Items placed in the map do not have this flag and can safely resist being crushed, the best example of that being the pillars of hidden goodies in the main room of MAP32: Grosse. If you open a pillar, kill some nazis while they're inside, and then let the pillar closes, you'll see upon reopening it that the ammo clips dropped by the monsters are no longer there, while all the other goodies are still around.

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29 minutes ago, twistedhydrgoen said:

The Berserk Pack heals you up to 100% health. (Doom I and II)

Fun fact - for quite a long time I thought that that was all it did.

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