> So in other words, when the player is moving northwards or eastwards with a XTAP / YTAP greater than 15, and has the initial movement check blocked by something, the engine has the potential to perform two full movements in a single tic! Note that this doesn’t actually change the TAP or anything - it’s just as if the player moves two tics’ worth of movement in a single tic.
2. DOOM also had deliberate rocket falls - like a rocket jump except you'd do it against a cliff and fall further away from the cliff as a result. This was used to clear a wall needed to get to the Episode 3 secret mission.
I hope, somewhere in DOOM 2016 single player, I turn a corner and see an up to date but recognisable E1M1.
This is just amazing. And what is more suprising is that Doom 1 and 2 are still thriving after >20 years. If you download zandronum you will learn that there are still people playing it online. of course those are some mods, but still very much resembling the original atmosphere and graphics of doom 1 and 2.
Edit: of course this probably would be different if the doom source code wasn't released at some point of time...
> still very much resembling the original atmosphere and graphics of doom 1 and 2.
If you haven't already, you should check out Brutal Doom[0]. It improves upon the graphics and gameplay a lot -- but still manages to keep much of the original atmosphere
This was by far the most hard to master, and most rewarding skill, once you can do laps around the maps you lost track of time, and find your self doing this for hours.
Wow, really fascinating and excellently explained! I can't help but wonder, how many of these were found solely through play and how many were found as a result of code diving? The conditions to trigger some of the, such as void skip, seem so intricate as to be unlikely to be found by chance.
Doom has been played for probably thousands of man-centuries at this point so all of them had been found through normal play. However, a lot of them had no real documentation explaining why they happened, since speedrunners tend to view bugs from a "how can this help me?" mindset rather than "why does this occur?" The elastic collisions bug in particular was considered a mystery before I researched it, but the rest were more or less understood.
If you insist on using your CD rather than using a GOG or Steam copy, you'll want to be able to get at a "doom.wad" file. Depending on the CD you have, it'll either be available as a regular file, or compressed as an LHA archive. In the latter case, you'll find either one file such as "RESOURCE.1" which you can extract directly with lhasa, or several files like "DOOM_SE.1", "DOOM_SE.2", etc, in which you'll want to cat them all together into a new "DOOM_SE.lha" file and then extract that.
For Quake 2, the most commonly used clients are R1Q2 and Q2PRO. I recommend starting with R1Q2 because it keeps the same look and feel of the original game but offers major behind-the-scenes improvements. You can get texture packs to make the game look more modern, but I don't like to use them.
A list of all active multiplayer servers can be found at http://q2servers.com/. You can usually find people playing action, ctf, deathmatch, and jump mods.
I'd say look into two different source ports: namely, ZDoom and GZDoom.
ZDoom is one of the most popular source ports capable of running all WADs and it's still being maintained. GZDoom is the OpenGL supported version of ZDoom with new scripting capabilities and GL lights.
For Quake 1 there's the DarkPlaces source port, and for Quake 2 there's Yamagi or Q2PRO.
Doomsday/jDoom was what I used the last time I tried to play it about five years ago. It modernizes the engine a bit so you can have modern niceties such as WASD movement and mouselook.
It even had an option to replace the sprites with 3D models, but I found I much preferred the sprites.
Heh, funny this should come up as just last weekend I discovered Doom Retro (doomretro.com).
It has a few odd non-retro options enabled by default (screen shake on impact and translucent firey projectiles being the main ones that annoyed me, but they're easy enough to disable) but other than this is probably the closest to a "pure" DOOM experience I've had on a modern OS - not counting DOSBOX of course.
There are a ton of quake clients, some that are very minimal (and just try to fix bugs and support new machines), and some that add or enhance new features or engine effects. There are also some that are built with competitive multiplayer in mind. My two favorite are Fitzquake and Fisheye Quake.
Also you might want to check out http://celephais.net/board/news.php which has a ton of very high quality user content for additional chapters, like mini expansion packs. Some really great level designers and artist who are making still making stuff for this game.
There are lots of alternative engines for the games as well. I have to re-research them every time I get an urge to play, so I, too, would be interested in anyone with an opinion one way or another to chime in with their preferred approach.
I tried the item-grab-through-a-solid-linedef trick in Zandronum on E4M1 (the same one as in the video on the post), but couldn't get it to work. Tried fudging around with the compatibility options (including "Doom" and "Doom (strict)") but still no dice.
Strafe-running definitely works though, and it's a trick I've used for some time, even in multiplayer.
(Also, if you're curious that Doom is still around, I highly recommend Zandronum[1]. An excellent port. And there are still mods coming out that are incredibly playable, which blows my mind.)
I found the multiplayer of the new DOOM to be full of strange design decisions.
It clearly wants to be an arena shooter, but it couldn't let go of loadouts from Call of Duty, nor the "modern" Halo roots the team had previously worked on. (see: Call of Duty)
The result is an amalgamation of everything wrong with modern multiplayer shooters, distilled through a DOOM filter and collected in a toilet. It wants rocket launchers, but it kills in two shots instead of one because you can just spawn with one.
It's a damn shame. Instead, I decided to go play the Unreal Tournament alpha.
[+] [-] nailer|10 years ago|reply
1. DOOM had wall running (by accident):
> So in other words, when the player is moving northwards or eastwards with a XTAP / YTAP greater than 15, and has the initial movement check blocked by something, the engine has the potential to perform two full movements in a single tic! Note that this doesn’t actually change the TAP or anything - it’s just as if the player moves two tics’ worth of movement in a single tic.
2. DOOM also had deliberate rocket falls - like a rocket jump except you'd do it against a cliff and fall further away from the cliff as a result. This was used to clear a wall needed to get to the Episode 3 secret mission.
I hope, somewhere in DOOM 2016 single player, I turn a corner and see an up to date but recognisable E1M1.
[+] [-] haddr|10 years ago|reply
Edit: of course this probably would be different if the doom source code wasn't released at some point of time...
[+] [-] fao_|10 years ago|reply
If you haven't already, you should check out Brutal Doom[0]. It improves upon the graphics and gameplay a lot -- but still manages to keep much of the original atmosphere
[0]: http://www.moddb.com/mods/brutal-doom
[+] [-] zanny|10 years ago|reply
[+] [-] kodisha|10 years ago|reply
Thats basically strafe jumping with air control:
https://www.youtube.com/watch?v=p_DwN4z5UMo
https://www.youtube.com/watch?v=lANjZ0NO8XI
and some examples with fights: https://www.youtube.com/watch?v=mHo4l-qmGHI
This was by far the most hard to master, and most rewarding skill, once you can do laps around the maps you lost track of time, and find your self doing this for hours.
https://www.youtube.com/watch?v=-T6IAHWMd2I
[+] [-] pimlottc|10 years ago|reply
[+] [-] linguica|10 years ago|reply
[+] [-] axx|10 years ago|reply
The same could be asked for Quake 1 & 2 :)
[+] [-] chungy|10 years ago|reply
If you insist on using your CD rather than using a GOG or Steam copy, you'll want to be able to get at a "doom.wad" file. Depending on the CD you have, it'll either be available as a regular file, or compressed as an LHA archive. In the latter case, you'll find either one file such as "RESOURCE.1" which you can extract directly with lhasa, or several files like "DOOM_SE.1", "DOOM_SE.2", etc, in which you'll want to cat them all together into a new "DOOM_SE.lha" file and then extract that.
[+] [-] Chromozon|10 years ago|reply
A list of all active multiplayer servers can be found at http://q2servers.com/. You can usually find people playing action, ctf, deathmatch, and jump mods.
(Source: I still actively play Q2)
[+] [-] 40281889|10 years ago|reply
ZDoom is one of the most popular source ports capable of running all WADs and it's still being maintained. GZDoom is the OpenGL supported version of ZDoom with new scripting capabilities and GL lights.
For Quake 1 there's the DarkPlaces source port, and for Quake 2 there's Yamagi or Q2PRO.
[+] [-] AdmiralAsshat|10 years ago|reply
It even had an option to replace the sprites with 3D models, but I found I much preferred the sprites.
[+] [-] SmellyGeekBoy|10 years ago|reply
It has a few odd non-retro options enabled by default (screen shake on impact and translucent firey projectiles being the main ones that annoyed me, but they're easy enough to disable) but other than this is probably the closest to a "pure" DOOM experience I've had on a modern OS - not counting DOSBOX of course.
It's also Open Source: https://github.com/bradharding/doomretro
[+] [-] simonlc|10 years ago|reply
Also you might want to check out http://celephais.net/board/news.php which has a ton of very high quality user content for additional chapters, like mini expansion packs. Some really great level designers and artist who are making still making stuff for this game.
[+] [-] mattdotc|10 years ago|reply
[+] [-] rangibaby|10 years ago|reply
[+] [-] cauterize|10 years ago|reply
As for Quake 2, Yamagi Quake II is the best (yamagi.org/quake2)
[+] [-] gadders|10 years ago|reply
[+] [-] clarry|10 years ago|reply
For Quake 1, tyrquake. I can't remember what I have for Q2.
[+] [-] deathanatos|10 years ago|reply
Strafe-running definitely works though, and it's a trick I've used for some time, even in multiplayer.
(Also, if you're curious that Doom is still around, I highly recommend Zandronum[1]. An excellent port. And there are still mods coming out that are incredibly playable, which blows my mind.)
[1]: https://zandronum.com/
[+] [-] orliesaurus|10 years ago|reply
[+] [-] oxide|10 years ago|reply
It clearly wants to be an arena shooter, but it couldn't let go of loadouts from Call of Duty, nor the "modern" Halo roots the team had previously worked on. (see: Call of Duty)
The result is an amalgamation of everything wrong with modern multiplayer shooters, distilled through a DOOM filter and collected in a toilet. It wants rocket launchers, but it kills in two shots instead of one because you can just spawn with one.
It's a damn shame. Instead, I decided to go play the Unreal Tournament alpha.
[+] [-] jheriko|10 years ago|reply
if only... :P
i've certainly lost a lot of time to resolving collisions by considering the inbetween steps, using lines, fat lines and all sorts...
[+] [-] busterarm|10 years ago|reply
Seriously one of the best online communities ever.
[+] [-] Kenji|10 years ago|reply
[+] [-] AceJohnny2|10 years ago|reply