User talk:TheDarkArchon

Hi - Thanks for your work on the doom64 articles. One question: are you doom64 screenshots from doom64 or from the doom64 TC? It looks like they're running in a GL port, forgive me if I'm wrong. I think it would be best to have real doom64 shots if that is the case, even if the TC is very similar. -- User:Jdowland (who should log in more) 17:28, 8 Nov 2005 (UTC)

The screens are from the TC: It's much eaiser to grab good screens from (Bind a key to Screenshot and press it when necessary: Still hard to get good in-game shots for the Mother Demon, though) -TDA

Ok cool. I'll see about getting some doom64 shots. Interestingly we don't seem to have a doom64 TC page yet. -- Jdowland 21:50, 21 Nov 2005 (UTC)

The Chaingun-Shotgun issue. >.>
Bleh, I really really don't mean to argue, but are absolutely sure you're looking at a clean EXE when you say the Spiderdemon uses a chain shotgun? I just loaded up a clean vanilla EXE of Doom 2 and went to Nirvana. The Spiderdemon was only shooting a single bullet at me/the Cyberdemon/whatever its current target was. I know the sound it makes is the shotgun sound, but unless there are multiple bullets per firing frame hitting the exact same place in a way that it looks like a single shot, I stand by my assumption it's a normal chaingun she shoots. >.>

Absolutely certain: Look here (The image is large) TheDarkArchon 11:53, 27 Dec 2005 (UTC)

Also, from the Doom source:

{SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0},	// S_SPID_ATK1 {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0},	// S_SPID_ATK2 {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0},	// S_SPID_ATK3 {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0},	// S_SPID_ATK4

EDIT: Clarification: A_SPosAttack is the Shotgun Guy's attack codepointer

You're correct on the chaingun guy, though. His attack codepointer fires one bullet.

TheDarkArchon 12:03, 27 Dec 2005 (UTC)


 * I don't understand this. Nirvana doesn't have any cyberdemons or spiderdemons in it.   Ryan W 08:58, 12 Jan 2006 (UTC)


 * I think whoever it is means "Gotcha", the level before nirvana. -- TheDarkArchon 09:25, 12 Jan 2006 (UTC)

Monsters descriptions
I didn't say the sergeant was much stronger than the trooper. I said he was somewhat stronger. (This is Doom, not Berzerk &mdash; most features are continuous, not binary.) Your version is also correct, but contains less information. Ryan W 22:44, 26 January 2006 (UTC)


 * Will "more durable" cover the bill? -- TheDarkArchon 12:46, 27 January 2006 (UTC)


 * Hunh, that's even better! :>    Ryan W 00:12, 28 January 2006 (UTC)

Impse
Er… I don’t like that someone touches my user page, and without warning me in my talk page. I put this image here just for fun. If someone find it offensive, he can go elsewhere next time. Impse is in the mythology of Doom and should not be censored like this. Ducon 11:39, 29 January 2006 (UTC)


 * Fair enough. I've restored it. However, it's cut on it's own page. Though, I don't mind impse, the edit was done for consistancy with the impse page -- TheDarkArchon 12:17, 29 January 2006 (UTC)

in the mythology of Doom? Rubbish! To suggest it has as much credability as anything else on this wiki is preposterous. It's a pathetic, purile joke and I would be offended to stumble across it by accident. As it stands it is embarrassing to be associated with it. (But I don't have any objection if someone really wants it on their user page.) -- Jdowland 13:23, 29 January 2006 (UTC)
 * Impse has some success in Doomworld… and I find these purile, yes, but fun too. Ducon 18:35, 30 January 2006 (UTC)

Talk:List of analogies between Wolf3D and Doom II's secret levels
No response to your objections after more than a week. I say we dump the article and both of its categories (which are otherwise empty). I will make sure the information gets into MAP31, MAP32, and Wolfenstein 3D. Ryan W 15:09, 13 April 2006 (UTC)


 * I've stuck the deletion template on the page (which I should've done earlier) so I'll wait for the outcome of any extra opinions caused by it. -- TheDarkArchon 15:56, 13 April 2006 (UTC)

Edits to Monsters
He is the fastest monster in Doom II, being almost one and a half times faster than the Cyberdemon. In that case, the data tables in the individual monster articles are wrong &mdash; according to them, the arch-vile moves at a speed of 15, while the cyberdemon moves at 16. Would you mind looking into that? Ryan W 19:26, 14 April 2006 (UTC)


 * I did: the archvile called A_VileChase every 2 tics when chasing while the Cyberdemon calls A_Chase every 3 tics. Since the archvile calls A_VileChase 3 times for every time the Cyberdemon calls A_Chase twice, the archvile moves 45 units for every 32 the Cyberdemon does. The demon isn't far off the Cyberdemon in this regard as well: It moves 30 units for every 32 units of Cyberdemon movement (All assuming they both start running at the same time).


 * Okay, now I'm adding this to my to-do list:
 * "Every monster and projectile attack must have two speed numbers: the number spit out by DeHackEd, and the real in-game value (map units per 35 tics)."
 * Ryan W 22:34, 14 April 2006 (UTC)


 * Projectiles speed is consistant (I.E Their movement isn't reliant on a codepointer call) so there's no need for a "real ingame value" -- TheDarkArchon 22:44, 14 April 2006 (UTC)

A note: The difference between A_VileChase and A_Chase is that A_VileChase checks for corpses so that the Archvile may resurrect them on contact. -- TheDarkArchon 19:38, 14 April 2006 (UTC)