Self-referencing sectors! Archvile ghosts! Voodoo dolls! Not "manikins".

I've seen no other game in wich such oddities in the code were utilized so expertly. ;P
In vanilla doom, if an archvile revived a monster that was gibbed by a crushing ceiling, the revived monster would become an "archvile ghost". It's an old Doom bug.Captain Proof wrote:Archvile ghosts?
Some of those bugs were thankfully fixed, but some like the Voodoo Doll were... awesome.Xaser wrote:But how many of those 'bugs' actually turned out to be incredibly useful features?
Self-referencing sectors! Archvile ghosts! Voodoo dolls! Not "manikins".
I've seen no other game in wich such oddities in the code were utilized so expertly. ;P
Code: Select all
Actor GhostImp : DoomImp Replaces DoomImp
{
States
{
Death:
Goto See
XDeath:
Goto See
}
}
When you guys first said Archvile ghosts, I thought you guys meant you encountered an archvile that is actually a ghost. It's better to call it ghost monsters instead.Slasher wrote:In vanilla doom, if an archvile revived a monster that was gibbed by a crushing ceiling, the revived monster would become an "archvile ghost". It's an old Doom bug.Captain Proof wrote:Archvile ghosts?
The Doom Wiki has an article about this.
Code: Select all
Actor CyberFix : CyberDemon Replaces CyberDemon
{
States:
{
Missile:
CYBR E 6 A_FaceTarget
CYBR F 12 A_CustomMissile("Rocket",56,-24)
CYBR E 12 A_FaceTarget
CYBR F 12 A_CustomMissile("Rocket",56,-24)
CYBR E 12 A_FaceTarget
CYBR F 12 A_CustomMissile("Rocket",56,-24)
goto See
}
}
Voodoo dolls were cool. The instagib in TNT's Last Call was neat... For the first ten seconds.Xaser wrote:But how many of those 'bugs' actually turned out to be incredibly useful features?
Self-referencing sectors! Archvile ghosts! Voodoo dolls! Not "manikins".
I've seen no other game in wich such oddities in the code were utilized so expertly. ;P
Plutonia map02 and 03.Ceeb wrote:Self-referencing sectors?