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Sigvatr

Things about Doom you just found out

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17 hours ago, MundyC said:

The rocket launcher graphics were digitized from the barrel of the rifle that came with the 1991 GI Joe Duke figure:

 

QwpkNjC.png

 

Credits must be given to J.DeLaPoer for finding the discovery itself, and to Decino for sharing it with a wider audience (and whose id Vault video inspired the discovery itself).

Now rocket launcher sprite isn't from any toy gun is now debunked. After decades. Crazy.

Also I think imfdb needs the said toy gun picture to complete the info about Rocket Launcher.

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All this time I could make Software lightmode closer to truecolor software renderer just by decreasing globVis to 1594. But instead I was trying out various values in the lightmode equation to see what's working.

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Posted (edited)

You can drag the FMOD from a old ZDOOM version and put it in GZDOOM.  Now I don't have to use that version.

 

(FMOD Ex 4.22.6  ZDOOM 2.3.1 To GZDOOM 1.8.0 folder, now its the same audio that I really like.

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Using commands on dos Doom to set the difficulty to 0 gets rid of all the things in the level 

And the thing placements in E3M6 were kinda wonky in early Doom versions

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Posted (edited)

So ... it's harder to finish Doom at difficulty 0 than on Ultra-Violence!

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TNT Evilution, Map 20: 

 

The red door is metal on one end, but wood on the other. Same goes with the yellow door. 

 

53841647_Screenshot(467).png.3810a151f2e352347892a5eb14431cc5.png949778242_Screenshot(466).png.2848fc5a84448641695e4f16434375b5.png1500129045_Screenshot(468).png.61ba139bffe2f8b7c5b6aee7a971bd59.png

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22 hours ago, AdministrationCenter21 said:

System Control has a par time of 30 seconds.

 

I think the TNT and Plutonia maps just use the Doom II par times, Go 2 It has a 30 second par time too!

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21 minutes ago, peach freak said:

 

I think the TNT and Plutonia maps just use the Doom II par times, Go 2 It has a 30 second par time too!

Go 2 It with a 30 second par time? I think it's difficulty is a little overstated but a 30 second par time? Jesus Christ!

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Just discovered ‘Free ‘Hissy’ and what it means and is about due to seeing the reference in Legacy Of Rust E2M3.   

 

Made me smile. A unique and rare tradition- if thats the right word- amongst a  Community/fandom. 

 

 

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Posted (edited)

Enemies have reduced accuracy when infighting specters, just like with Doomguy when he has the partial invisibility.  Of course you will hardly ever notice it because naturally the specter will be close up to the enemy to bite it and trigger the infighting, but it does happen.

All hail Decino and his mighty Doom vids - 

And how do I 'stop appearing in reports'? I don't get that one

Edited by Maximum Matt : Question for mods

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This has likely been noticed well over decades ago but I noticed two things tonight watch the Plutonia TAS run.

 

Most, if not all of uppercase M in map titles  (CWILVxx) of Plutonia are just flipped uppercase W.

Also the CWILVxx graphic for Well of Souls has several issues (a row of missing pixels at the top, and the two S are shifted vertically one pixel off).

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Since when did brownwel exist?

 

I was watching decino play doom recreated from memory and mentioning a really rare texture that the level designer forgot in the caco cage of e2m3. I saw a walkthrough and thought it was brown 96 or 144. I view it in the editor, and there are those weird turn things in plumbing. (I forgot the name) I thought that texture was only in legacy of rust, as seen in e1m2. I'm surprised you don't see it too often in wads.

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Doomguy's hair change when you lose life

Edited by VERDE_

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27 minutes ago, VERDE_ said:

Doomguy's hairs change when you lose life

Hmmm? What?

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On 9/7/2024 at 11:57 PM, VERDE_ said:

 

Doomguyhair.png


I did not ever notice this.. hair grows longer when losing life, thanks for sharing.

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The hair is unkempt and yes, the head is tilted downward (look at eyes, nose, mouth). Doomguy has a crew cut, complete with short pompadour. When healthy his hair mostly stick up. When wounded, they fall down forward.

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The intermission screen does not display the name of MAP31 when entering it via MAP15's secret exit, due to this hack in WI_drawShowNextLoc() to suppress its appearance when completing MAP30:

if ( (gamemode != commercial)
 || wbs->next != 30)
WI_drawEL();

(wbs->next != 30 should be wbs->last != 29)

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On 9/9/2024 at 7:48 AM, Gez said:

When healthy his hair mostly stick up. When wounded, they fall down forward.

 

I always thought this was meant to look sweaty

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I actually didn't know the Unmaker was originally in the Doom Bible and early alphas until I saw a HUD graphic for it in the ID Vault (in the Kex port). I also didn't realize that it was never actually referred to the "Unmaker" in the original Doom 64 game or manual until I started looking up info about it (a friend of mine called it that, and I just went with it).

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I just found out classic DOOM sounds the best to me with these settings.

 

GZDOOM v3.0.0

Sound: 10 

Music: 7

Linear

OpenAL (3.0.0 is the first version where GZDOOM starts using it)

 

Default Sample Rate.  8 Sound Channels.

 

No more using ZDOOM v2.3.1.. I can’t believe my ears..

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It's theoretically possible to stun lock any foe with a rapid enough series of attacks. But the RNG is a fickle thing.

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3 hours ago, Vermil said:

It's theoretically possible to stun lock any foe with a rapid enough series of attacks. But the RNG is a fickle thing.

RNG isn't the issue here, though. The problem is that hitscan attacks (including player melee attacks) only check for hits against the target's cross section instead of the target's entire bounding box, so it's almost impossible to actually get within melee range of very large monsters such as arachnotrons. This problem is fixed in some ports, making melee attacks significantly more effective.

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