xeepeep
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Post by xeepeep on Nov 7, 2023 12:16:05 GMT -5
E1m1 and e1m10!!!
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Post by switchblade on Nov 7, 2023 15:11:49 GMT -5
E1M1 and E1M9.
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Post by dr_st on Nov 7, 2023 15:41:31 GMT -5
switchblade is correct. In Wolf3D episodes, level 9 is the boss level, level 10 is the secret one. Scoreboard Nockson - 5 points SilverMiner - 4 points Xeep-Eep - 3 points switchblade - 3 points rancidsam - 2 points lunchlunch - 1 point matador - 1 point thundercunt - 1 point Q21. Which games and packs were included in the Depths of Doom Trilogy compilation from 1997?
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Post by noisomedead on Nov 7, 2023 18:38:34 GMT -5
e1m1 and e1m9
edit: sorry couldnt see the rest of the thread lol
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Nockson
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Post by Nockson on Nov 8, 2023 1:44:56 GMT -5
Let me guess: Ultimate Doom, Doom 2, Final Doom and Master levels?
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walterc
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Post by walterc on Nov 8, 2023 4:07:29 GMT -5
I recall something like this: Ultimate Doom, Doom 2 (or Final Doom), Quake (shareware)? Saw it on a computer (Fair? Magazine?) during my first years in highschool but my memory is strongly fuzzy, unluckily.
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Post by dr_st on Nov 9, 2023 3:07:08 GMT -5
Surprisingly (or not), none of these are accurate. I'd say that given the time of the release you would expect it to have different content than it actually had.
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Nov 9, 2023 3:29:58 GMT -5
Ultimate doom, doom 2, master levels, heretic (3 episodes)
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xeepeep
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Post by xeepeep on Nov 9, 2023 7:53:36 GMT -5
Wolfenstein 3D, Doom and Doom 2. Idk
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Post by dr_st on Nov 9, 2023 13:57:04 GMT -5
Ultimate doom, doom 2, master levels, heretic (3 episodes) This is close enough, so I will take it so we can move on. Ultimate Doom, Doom II and the Master Levels are correct. Each was on its own CD. It also has Heretic Shareware on the Ultimate Doom CD. Heretic Registered is present on the Master Levels CD, encrypted in the id STUFF catalog, and could be unlocked by buying a code online. Also, the Master Levels CD includes Maximum Doom - as it did in its original standalone release. Indeed the funny and disappointing thing that they did not include Final Doom, which had already been released at that point. ScoreboardNockson - 5 pointsSilverMiner - 5 pointsXeep-Eep - 3 points switchblade - 3 points rancidsam - 2 points lunchlunch - 1 point matador - 1 point thundercunt - 1 pointQ22. In SIGIL E5M8 (Halls of Perdition), what THINGS (as defined in the Doom engine) are present in the useless behind-the-exit secret area?
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Nockson
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Post by Nockson on Nov 9, 2023 15:19:46 GMT -5
Do you mean evil eye and a candle inside the exit pentagramm?
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Post by dr_st on Nov 10, 2023 3:03:59 GMT -5
Nope, that's not the secret area.
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Nov 10, 2023 7:57:36 GMT -5
Red column
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Nockson
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Post by Nockson on Nov 10, 2023 11:50:48 GMT -5
Ok, now I understand what you meant. An energy cell pack and a single zombieman.
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Nockson
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Post by Nockson on Nov 10, 2023 11:51:50 GMT -5
Damn, not a big pack, but small, the one with green dots!
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Post by dr_st on Nov 10, 2023 13:29:31 GMT -5
That's OK. I will chalk that up to a slip of tongue. Indeed - an energy cell and a Zombieman. Scoreboard Nockson - 6 points SilverMiner - 5 points Xeep-Eep - 3 points switchblade - 3 points rancidsam - 2 points lunchlunch - 1 point matador - 1 point thundercunt - 1 point Q23. List three Doom console ports that were based on the Atari Jaguar version.
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xeepeep
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Post by xeepeep on Nov 10, 2023 13:37:46 GMT -5
3do, Sega Mega drive, the PS1 maybe? Backup answer: SNES although I think that one was made from scratch.
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Post by thundercunt on Nov 10, 2023 13:55:56 GMT -5
That's OK. I will chalk that up to a slip of tongue. Indeed - an energy cell and a Zombieman. Scoreboard Nockson - 6 points SilverMiner - 5 points Xeep-Eep - 3 points switchblade - 3 points rancidsam - 2 points lunchlunch - 1 point matador - 1 point thundercunt - 1 point Q23. List three Doom console ports that were based on the Atari Jaguar version.PSX, 3DO, Saturn
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SilverMiner
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Post by SilverMiner on Nov 10, 2023 14:31:56 GMT -5
sega 32x, 3do, ps1
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Post by dr_st on Nov 10, 2023 14:34:40 GMT -5
3do, Sega Mega drive, the PS1 maybe? Backup answer: SNES although I think that one was made from scratch. I believe I understand your answer, but could you clarify what you mean by Sega Mega Drive? As far as I know, there was no official port of Doom to the base Mega Drive.
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xeepeep
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Post by xeepeep on Nov 10, 2023 14:50:23 GMT -5
As far as I know, there was no official port of Doom to the base Mega Drive. Yeah that's right, it came out for the 32x thingy, which was an add-on to the base Mega Drive (I looked this up after making the reply.). Up to you whether that disqualifies my answer -- you need to own a Mega drive to play the game anyway so...
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Post by dr_st on Nov 10, 2023 17:30:01 GMT -5
I think your answer is valid, because, as you say, the base MD was required for the 32X, and in fact, in many regions, probably including yours, the official name was "Mega Drive 32X".
Saturn, BTW, is considered (at least according to the Wiki) a second-gen from the Jaguar version, being a port of the PS1, which itself is a port of the Jaguar.
Apparently, GBA was also ported from the Jaguar version. I shudder to think how it plays.
Scoreboard Nockson - 6 points SilverMiner - 5 points Xeep-Eep - 4 points switchblade - 3 points rancidsam - 2 points lunchlunch - 1 point matador - 1 point thundercunt - 1 point
Q24. Vanilla Doom does not support room-over-room. Explain the technique that allows the creation of 3D bridges, which can be walked on, as well as under (like in Dystopia 3 or Requiem).
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Post by JadingTsunami on Nov 10, 2023 18:48:55 GMT -5
Q24. Vanilla Doom does not support room-over-room. Explain the technique that allows the creation of 3D bridges, which can be walked on, as well as under (like in Dystopia 3 or Requiem). To achieve this, one needs to understand a few engine quirks. First, if you tell the engine to lower a floor to a target that's above its current height (i.e., do an illogical thing: lower a floor "up"), the engine will perform the action instantly. Second, the engine will not render missing walls for self-referencing sectors made up of two-sided linedefs (the lines that form the perimeter of rooms and shapes). This allows you to place a collidable object in a space where it can't be seen. By combining these tricks, you can create multi-story bridges. Example: Before the player can cross the bridge, force the player to walk somewhere the bridge is not crossable and instantly raise it.
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Post by dr_st on Nov 11, 2023 3:22:41 GMT -5
JadingTsunami Your explanation is correct, but I think there is one more aspect you should make explicit. Since you already explained most of the solution, you may amend your answer and get the point: The engine has no actions to raise/lower floors to given target numbers - only to values of adjacent sectors. How do you make it work, while still keeping the bridge area coherent with the physical space? While at it, how do you make the action of raising/lowering the "lift" inaudible?
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Post by JadingTsunami on Nov 11, 2023 10:10:08 GMT -5
JadingTsunami Your explanation is correct, but I think there is one more aspect you should make explicit. Since you already explained most of the solution, you may amend your answer and get the point: The engine has no actions to raise/lower floors to given target numbers - only to values of adjacent sectors. How do you make it work, while still keeping the bridge area coherent with the physical space? While at it, how do you make the action of raising/lowering the "lift" inaudible? Heh, I left this out for brevity, but the lines that make up a sector need not be physically contiguous to be the "same" sector in the engine's internal representation. Thus placing a small "control sector" outside the map is a common way to achieve adjacent floors of a desired height. The control sector's lines, despite being physically remote compared to the lines of the sector in the playable area, will be checked for height adjacency all the same. In this way you can "trick" the engine into making the comparison against any height you wish (namely, by manipulating the heights of sectors adjacent to the control sector). On the subject of silence, Doom's calculation of the origin of a sector noise attempts to find the center point of a sector. The original assumption seemed to be that sectors were essentially weird polygons so calculating a rough center wasn't so tricky. However, once you introduce sectors with non-continuous sections, the center point calculation may no longer physically reside within the sector itself; in fact by placing a control sector far, far away, the center point can be dragged into a void space somewhere outside the map and too far from the player to be audible. This last effect can be exploited to make silent lifts, etc.
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