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Post by switchblade on Apr 17, 2021 16:11:27 GMT -5
I always interpreted the sound coming from demon's mouth. As if its bloody mouth closing abruptly while sticking out tongue after the cougar-like snarl. The wiki article notes the sound coming from a thud when it hits the ground although the death animation isn't synced with the thud. How did you receive the sound back then?
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40oz
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Post by 40oz on Apr 17, 2021 17:05:00 GMT -5
I hate that it's not synced up with the animation. The manncubus has a this too that I think is also not synced up. I kinda wish all the monsters had body thump sounds like the hexen ettins do.
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Post by Deleted on Apr 20, 2021 12:53:56 GMT -5
/inflammatory post begins. Call in SWAT with water cannons I never interpreted anything happening in Doom in relation to anything that might happen in real-life - at least when I originally played it. It was just something like "what if I was a bad person and got to hell, this might be a sketch of afterlife". I didn't even think there were bricks in Doom, thus never had any issues with texture alignment, and honestly, when I first met freaks who care about aligning textures to make it seem like these are real bricks instead of wallpapers, I thought they were fucking crazy. Fuck, I thought the pistol is pointed upwards and you shoot by shaking it vertically and that the concept of aiming is that obnoxious thing introduced by Counter-Strike. A lot of weird things make sense when you are 5 years old - I am pleased I didn't have to trouble with any of this "how it could work" bullshit back then.
But there is a thing I hate - and it is this kind of threads. "What is the real life meaning of <insert game mechanic here>"? I don't really care. In fact, I wish we still did texture alignment like Sandy Petersen in the first Doom and don't get me started on detailing - banish all heretics who think that there should be such a step in designing a map. I actually care little how it looks, more how it plays, and over the top detail can detract from combat anyway.
No, wait. Actually, what I hate is not when these threads are created, but when people reply that these issues are indeed problems rather than technical limitations of the engine (that had to work on consumer hardware of its time) and budget and time constraints of the team working on it. Could you imagine walking up to id's office back in 1993 and bringing these issues to them? And what response would you think you get, or deserve to get anyway?
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xeepeep
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Post by xeepeep on Apr 20, 2021 13:22:29 GMT -5
That's my (content removed) falling on the ground when I take it out to piss. Sorry for the noise, can't help it!
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Post by Deleted on Apr 20, 2021 13:47:07 GMT -5
xeepeep, thank you for making this post. Reading it was like the only positive thing that happened to me today. Looks like this kind of threads still can produce good stuff to lighten up the mood when one feels grumpy.
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40oz
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Post by 40oz on Apr 20, 2021 14:30:13 GMT -5
@vigilantdoomer I don't want to pretend to know what it was really like working in the id software office. I only have the Masters of Doom book, video interviews with John Romero and that one video a visit to id software to go by. But I think if it had been pointed out to them, time-permitting, they would have taken it as a semi-serious bug report. I think doom suffers the same problems doomer boards project goes through. You have many people working different parts of the same thing, and sometimes less important bugs get overlooked in favor of the "bigger picture," id software had deadlines to meet. They had to be the ones to deliver this great game at the right time before anyone else could make a competing game. I think most people were marveled enough by the way Doom was a fully rendered violent 3D shooter that ran fast on the average specs for most PCs. That in itself is so impressive and unprecedented at the time, that no one was really looking for those little things like we're talking about in this thread. I genuinely don't remember noticing it until maybe the last five or ten years, and now that I'm aware of it I can't un-notice it. These kinds of things come up after many years of playing the same game over and over; a luxury that id software didn't have in the development time Doom had.
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Post by Deleted on Apr 20, 2021 21:24:54 GMT -5
I'm glad I can appreciate at least some things as they were instead of lamenting how they are not what they should have been. Real life is hard enough, caring about some "bugs" that don't really affect my experience with the game in any negative way would have been too much. It seems you have a privilege of caring about things that I cannot afford to care about. Indeed a luxury life you live there, but it's not just id software who didn't have it - some people still don't.
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Post by dr_st on Apr 21, 2021 15:58:54 GMT -5
In ~25 years of playing DOOM here and there, I've never paid attention to this "thud", thus never noticed how much out-of-sync with the animation it is.
Now that I know this... yeah, one might think I would care, or be bothered by it, but I don't.
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