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Sigvatr

Things about Doom you just found out

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14 hours ago, iconofeggsafe666 said:

It's in my own IWAD, now.

 

You should perhaps have put the map in a separate WAD; there's a reason PWAD stands for patch WAD. Your IWAD is now a different version, with a different checksum, and you can't use it for multiplayer anymore! Even demos recorded on it would be of questionable validity.

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@seed Oh, I thought all DLC is canon to the story-lines, but I just read the DOOM Wiki on the subject. 

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Note that "official" in this context refers to provision of the content by id Software. There has been no statement indicating that the modifications created by the community should be considered canonical story-wise.

Hehe. silly me. :P

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10 hours ago, Gustavo6046 said:

 

You should perhaps have put the map in a separate WAD; there's a reason PWAD stands for patch WAD. Your IWAD is now a different version, with a different checksum, and you can't use it for multiplayer anymore! Even demos recorded on it would be of questionable validity.

Don't worry - I have an unedited copy used for Multiplayer! 

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It looks like that Skulltag has different movement from the newer ZDoom ports. I was messing with Skulltag the other day and I was able to perform a certain jump (with SR40 and the jump feature) that seems to be impossible in ZDoom 2.8.1.

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1 hour ago, xzotikk said:

It looks like that Skulltag has different movement from the newer ZDoom ports. I was messing with Skulltag the other day and I was able to perform a certain jump (with SR40 and the jump feature) that seems to be impossible in ZDoom 2.8.1.

I think the difference was that jumping in ZDoom slowed your movement in a way that Skulltag didn't (or it had more air control). I am pretty sure it actually was faster to jump across the map than it was to just walk.

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8 minutes ago, Wagi said:

I think the difference was that jumping in ZDoom slowed your movement in a way that Skulltag didn't

Huh, that's very interesting! How do you know? Are there any patch notes that cover this?

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17 minutes ago, xzotikk said:

Huh, that's very interesting! How do you know? Are there any patch notes that cover this?

I don't remember any mention of it, but it was a very distinct thing I noticed back when Skulltag was a thing. I want to say I noticed it when trying to play the Rocket Jumping 2 wad in ZDoom.

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https://zdoom.org/wiki/Skulltag_features#Compatibility_flags

 

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compat_limited_airmovement

When this option is true, air movement is the same as in ZDoom, air control and friction both depending on sv_aircontrol. When false, as by default, air control is much greater, but air friction remains unaffected, allowing "bunny hopping" moves.

https://zdoom.org/wiki/CVARs:Configuration#sv_aircontrol

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sv_aircontrol (float)

Default: 0.00390625

Sets the amount of control you have while in the air. 1 is the same control you have while on normal ground. 0 is no control at all — the original Doom setting — you have to wait until you land before you can change direction. The default value is very close to the standard Doom value but still large enough to allow you to stand next to a ledge and jump onto it. This value also affects air friction, which is proportional to the amount of control.

Given the formula used by ZDoom, you can replicate Strife's vanilla air control by using a value of 0.00684527763.

Note: Skulltag ignores this value unless its compat_limited_airmovement flag is set. The default behavior in that port corresponds to an aircontrol value of 0.25, though air friction still uses the CVAR value.

 

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If you go far enough outside the bounds of the map, the gridlines on the automap no longer display properly and neither will the arrow that depicts the player.

If are outside the map and the game thinks your sector is in an elevator moving downward, but you are not actually inside of the sector (like in the void) then the elevator will not properly carry you down and you will repeatedly "bounce" on the elevator. Likewise, if it is moving up, it will move upward without you, until you move forward or sideways, at which point your position will "snap" back up to the elevator until you stop moving again.

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21 minutes ago, NoXion said:

Blood doesn't stay on the walls in the original vanilla Doom.

 

Nope, that ZDoom for ya.

 

If you don't like the effect just reduce the number of decals to 0 in the Display settings. The RL smoke trails are also a ZDoom feature BTW - but the Revenant homing missile smoke is vanilla.

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14 minutes ago, NoXion said:


I knew other kids who had Aliens toys even though they were under 18, and this was back in the 90s. 

Besides, little kids seem to handle classic Doom just fine.

I'm sure it isn't a large audience. many parents I know would never allow their children to play bloody games. a few years ago, this 4 year old kid I was hanging out with was playing on my Ipad and got grounded for killing a cow in Minecraft. Imagine if that parent saw their child shoot a bunch of demons from hell with paganist signs all over the game, and when you die, you are presented with a slit throat man. I think she would die. 

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The Mancubus pain sound is actually a slowed-down (And, IIRC, slightly pitch-shifted) voice sample of some guy saying "Wyatt."

 

0:10 to be specific.

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