Sallan Posted October 14, 2016 Shit lmao, this is like a moonwalk variation, how this is possible? Doomguy is really overpowered Man, this break the universe rules. 0 Share this post Link to post
mrthejoshmon Posted October 14, 2016 I have not noticed this myself, the animation for walking usually stops as intended upon halting movement. I'm going to guess that is what you are talking about and I'm going to pretend I understood it. 1 Share this post Link to post
Deleted_Account Posted October 14, 2016 Well you see, the secret to Doomguys speed are his boots, at the bottom of them are dozens of nano-wheels which make his boots act like roller skates. 2 Share this post Link to post
Doomkid Posted October 14, 2016 So you're saying you'd prefer if the momentum was like Wolf3D? 0 Share this post Link to post
Xaser Posted October 14, 2016 Doom is a game where you shoot and kill demons. 2 Share this post Link to post
HorrorMovieRei Posted October 14, 2016 Sallan said:moonwalk variation Doom guy does walk forwards even when you're back pedaling, so yeah, that is one of his special marine powers. 0 Share this post Link to post
Jewellds Posted October 14, 2016 I think what Sallan is talking about is how the Doomguy's walk animation plays at a constant speed, rather than playing faster/slower depending on his movement speed. You can slow almost to a halt before the animation will stop playing, which at very slow speeds can make it look like he's running on the spot/moonwalking. This is very noticable if you use the chasecam in ZDoom. I was actually considering making a post about this on "Things that bother you about Doom" but never got around to it. I wonder if any source ports ever attempted to fix this? 0 Share this post Link to post
printz Posted October 14, 2016 I also think it's exaggerated. I think the walking animation should stop when slowing down enough, not when stopping. It also looks dumb when sliding around while shooting. It's generally a good thing Doom is filmed in first person, so we don't see these silly animations. 0 Share this post Link to post
Edward850 Posted October 14, 2016 It's almost as if the game was made with sprites, on a budget, with limited storage space and for an 80486, or something... 2 Share this post Link to post
Da Werecat Posted October 14, 2016 Maes said:What next? "Doom still uses pixels!"? "Doom is overrated." 0 Share this post Link to post
Maes Posted October 14, 2016 Da Werecat said:"Doom is overrated." I think there already is one of those. Maybe something more in-theme, like e.g. "the Marine's boots appear made of metal, lol, aren't his feet killing him?". 0 Share this post Link to post
HavoX Posted October 14, 2016 Hectic said:Yet he can't jump. And he can't crouch, nor look up/down... EDIT: And he can't talk. 0 Share this post Link to post
Technician Posted October 14, 2016 Hectic said:Yet he can't jump.Well... He IS white. 0 Share this post Link to post
Deleted_Account Posted October 14, 2016 Spider-Man is white, and he can jump very well. 0 Share this post Link to post
Sallan Posted October 14, 2016 Piper Maru said:Spider-Man is white, and he can jump very well. Because he have super powers, thats invalid. 0 Share this post Link to post
Deleted_Account Posted October 14, 2016 Sallan said:Because he have super powers, thats invalid. 0 Share this post Link to post
Jaxxoon R Posted October 15, 2016 I think it to be a powerful expression of personal strength to keep walking even though others try to stop you. 1 Share this post Link to post
Job Posted October 15, 2016 HavoX said:And he can't crouch, nor look up/down... EDIT: And he can't talk.But he could bench press a football team with his trigger finger. 0 Share this post Link to post
Maes Posted October 15, 2016 But he can effortlessly and smoothly run at 25 mph* while laden as a pack mule. If everybody was like him, manufacturers of bikes, scooters etc. would be ruined and our cities would be cleaner. 0 Share this post Link to post
Voros Posted October 15, 2016 Unfortunately, we're not, so manufacturers get rich and our cities get dirtier. 0 Share this post Link to post
HavoX Posted October 15, 2016 Job said:But he could bench press a football team with his trigger finger. Wait, did you say fútbol, or handegg? :P 0 Share this post Link to post
MTF Sergeant Posted October 20, 2016 Not another possible game glitch! 0 Share this post Link to post
Maes Posted October 21, 2016 Then again, this "walking in place glitch" might occur only with current online multiplayer ports (ZDaemon, I'm looking at you). It might sometimes take a quite long, complete lack of input to stop the "squirming". What's the exact behavior of vanilla Doom? 0 Share this post Link to post
Edward850 Posted October 21, 2016 Maes said:What's the exact behavior of vanilla Doom? If the player is in their spawn (standing) state, and they start pressing movement, they are put into their see (walking) state, which loops. Once the player has no movement input, moving slower than FRACUNIT/16, and are in their see state, they are returned to their spawn state. 0 Share this post Link to post
Maes Posted October 21, 2016 In ZDaemon multiplayer, I often see players moving in-place for long times (even minutes at a time), but I don't know if that's due to small, constant inputs (e.g. by very slow, creeping mouse input that doesn't actually move the sprite visually) or simply some setting which causes a long animation timeout on some servers. Just rotating in place, with no directional input at all should not trigger walking. 0 Share this post Link to post
Edward850 Posted October 21, 2016 It's entirely possible that Zdaemon's local playsim is bugged (sure could answer that better if we had the source code). I recall all sort of weird bugs back in the day with players moving around half-way stuck in their death state (on a frame that shouldn't logically stick), or just moving around stiff in general. Granted the latter might have been CSDoom. It was far too many years back. 0 Share this post Link to post