Revenants when the Doomguy is around them: *AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA*
Fascinating. In The Crafty Titan's "Doom Hack" (aka Yukkuri Doom), the titular jelly-based monsters who occupy the Demon Spawn points are tiny and they jump up and charge, but affected by gravity. They are annoying but flimsy. One of their horrifying aspects is that they actually "die" and then "respawn" as a kill-worthy projectile based on the Revenant Missile Frames, which then allow them to spawn "Revenant Smoke", which is a version of themselves that is basically just a rehash of the Revenant Smoke that spawns from guided missiles. They essentially replicate themselves at about the same frequency as a Revenant's Guided Missile trick. They are horrifying when a group of them are attacking from a distance (still melee but from a greater distance thanks to the charge) or when they are replicating themselves off-camera while in-fighting another monster. This all done in DeHackEd, which still confounds my understanding because DeHackEd is not the same as ZDoom's Decorate and Z-Script Code languages.
Hey decino. just wanted to point out that you're mispronouncing the name Donoghue. Just put it in a google translate on English and listen to its pronunciation. It's quite close to what it should sound like.
So basically... 50% of the time there's a 75% chance of Revenant missiles being spooky... and 50% of the time there's a 75% chance of them being SPOOKY!
I thought it was pretty clear. There is a 50% chance for a Revenant to fire either a homing missile or a regular missile unless other factors are at play. So essentially, an 80 or 90% chance to fire either a homing or regular missile 75% of the time.
What happens is, the bartender slides the whiskey over to him like in Town with No Name and the drink may or may not fly off the table partway through and into his mouth.
@@Ya_boi_jiyu alternate alternate alternate alternate title: trumpet skeleton and the very sad or also known as unfortunate airborne explosive ballistic projectile unwanted event
@@Vulpine_Cloaker **D O O T A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A D O O T*
Archvilles in doom eternal: *w h y* Listen I got lots of trouble with archviles, but that shield, it uses it so often, (No hate to marauder, he’s a bit fun then archvile) and, the archvile never moves, and the first encounter was just so sudden. I try to take advice and I do, but it’s just, the “buff” demons instant target you like that raging kid.
I don't hate archviles. They are fun, special, offer some tactical depth and force us to rethink our habbits and adapt. But I hate mappers who don't know how to place them properly. The problem is: the archvile is too sensitive to map design.
I know - I've only being playing Doom II since the day it was released and I never noticed that. I'm usually too busy running, revenants are hands down my most hated monster especially when there's masses of them in one place. Give me a cyberdemon any day.
@@greggoog7559 yup! This video introduced me to that concept too! I always imagined all their projectiles were homing, but that I sometimes stumbled into how to shake them off.
Probably for the same reason I never noticed that. When I see a Revenant firing missiles, I strafe like a madman, shooting every gun I have, chanting, "oh crap oh crap please die just die don't hit me no please please please please ... oh thank God. What?! An arch-vile?! NOOOOOO!"
Hehe, so the Revenant behavior basically depends on whether he woke up with left foot (or the other one), or to paraphrase Mr. Callahan, Revs ask Doomguy "do you feel odd, punk?". :)
Your videos are very informative and also hilarious. Like where you named the save game "LMAO" to demonstrate a flaw in the engine. Or where you were like, "Let's take a step back," and you made Doomguy during game play move back one step. I really appreciate how you actually go over the code itself showing it on screen.
Revenant definitely spooked me as a kid. Still does. The sound it makes and the movement. Facing a creature like this in hand to hand combat in real life would definitely rattle my nerves. The strength this thing possesses can tear your limbs off.
I really love how in-depth you go when talking about a certain subject. It takes an underrated amount of dedication to delve into the source code and talk about it in such a clear, understandable manner. Hats off to you, decino!
Decino:"Revenant's some love them some hate them." Doom guy:"I love and hate them! Cause on one hand they're demons that try to kill me. on the other hand their bones make a mean xylophone."
Such a great deep look into the mechanics here. I always thought it was a 50/50 from watching your videos. I love that you came full circle with your conclusion, "It's all RNG, just kill the bony-bastards!"
First thing I did after waking up was watch this video. Being half-tired and with headphones on blast, the revenant at the beginning got me. 10/10 I always look forward to the next video. Never change, Decino, I love you
"gametics never reset, even when starting a new game" so, would it be possible to leave the game running long enough for the gametics to get too high and crash it?
Okay this was really awesome to see! For what always seems like such a "simple" and "basic" game, there are all these tiny things hidden in there that we'd never know that add a lot more RNG, flavour, visual interest, and even challenge to everything in DOOM. How cool!
@@decino Incredibly late, but the bounce was added in The Ultimate DOOM; while they didn't update the version number it is technically a new version of the .exe. As far as I'm aware, the original release of 1.9 that ships with all copies of DOOM II nowadays didn't have the bounce. Final DOOM carried over the changes from The Ultimate DOOM along with making a few of its own, so it retains the bounce as well. Fun fact: If you take your DOOM2.WAD and dump it into the directory for The Ultimate DOOM, you can play DOOM II but with the Lost Soul bounce. This is because DOOM was built to use the same .exe for all games; changing its "mode" based on the IWAD it finds in the base directory. But since DOOM II, DOOM and Final DOOM all ended up using slightly different .exes by their final versions (and really, how often do you mess with games in this way) this goes overlooked by most.
This is one of those channels/videos with information that has zero use in my day to day life Cannot be applied or relate to anything (that I can think of outside of Excel) around me and it's knowledge I cannot really use cause I don't program stuff for a living... But words cannot describe how well this video/channel documents things and how hecking interesting it is to watch. Keep up the good work!
I love just how unpredictable the topic of each new DOOM video is, honestly. Sprites, monster tier lists, mechanics a "casual" like myself had never even heard of (voodoo dolls, for example)...the variety's amazing. Like, I didn't even think Revenant projectiles were worth their own video; "they're just projectiles", after all, like many other demons have. But nope - you somehow made it quite interesting.
I like how, despite how you're diving us viewers into what many would see as a gibberish mess of C code, you take the time to go, "Well, this means (whatever in plain English)", or at least resolve the chain of commands and references until you get something to explain the plain English for... basically helps make the code less gibberish and more understandable to the average person, and even helps those of us who understand enough code to follow along get a clear "oh yeah *headnod*" when you go over it too.
Ooo spooky skeleton! Man whenever i see Skeletor, i just sighed whenever they shoot. Dumb old me always forgetting that not every rockets is homing so i always try to zig zag it and take a rocket to the face. Lovely video as always Grandpacino!
The way i like to think of it is: revenants are primitive, so if they get hurt, they go "hmm, regular missiles aren't working all too well. I'll try guided." And vice versa, lol
Thanks for the doot video decino. I want to add a few things I learnt from AcidGlow's video. Although Revenant's attack sprite has both launchers lighting up with fires, he only shoots one missile not two. Thank God. According to Doom 3's lore, Revenant's mounted missile launchers are connected to his nervous system. Thus he can shoot guided missiles and the missiles track you.
In my very first ever playthrough of Doom II years ago, I played on Too Young To Die, so I didn't run into too many Revenants, so I didn't think they were much of a threat for the most part. When I started playing on higher difficulties, and eventually dipped my toes in Plutonia Experiment, I finally understood why our favorite boney-boi spooks us all so much. But after playing Plutonia enough times, I genuinely love fighting Revenants. They're so fun. Unrelated, but incidentally, I just generally love skeletons. I think they're cool.
0:04 You spooked me, I was like "Zoinks!" Also now I know how the Revenant works. He's a math nerd and I must now bully him into giving me his lunch money.
For someone who is interested in getting into coding, your videos have peaked my curiosity. This was so interesting see you dive into the code numbers to figure out their probability of being a normal or tracking rocket. Very cool!!
That was brilliant! Without any coding experience and hearing it was down to a game tic, I figured it was 50/50 Conclusion: All spooky bois are going to throw missiles at you and become skeletons again, the dead variety!!!
I have no idea why, but watching you delve into so much detail about these kinds of mechanics is awesome. I mean, this was literally a video on missiles! God damn loved it
I have never faced a Revenant. I never want to, thanks very much. This video shows that the DOOM DESIGNERS were 100% AWESOME. And Mr decino really knows his stuff which is also far ken awesome.
Brutal Doom fixes it by offering a huge speed and damage boost for unguided missiles. In general, unguided fire is better for suppressing (e.g. blocking a narrow passage). Too bad Doom AI doesn't know about it - monsters would only fire in your face.
It might be to instill a false sense of security? Like if it always fired guided missiles, you'd always be careful around it, but as it is now, there's a possibility that the player will be like "i'm going to bet that it'll fire an unguided missile" and get caught off-guard when they discover the missile's homing onto them. Not really that threatening, maybe, but the games were at least partially balanced around keyboard-only play. How often have you been able to circle-strafe without using a mouse or controller? EDIT: That said, I will admit that doing something to make the unguided missiles not just strictly worse than guided missiles makes more sense from a modern player and designer's perspective.
@@LonelySpaceDetective Betting and the sense of security is a good point! Also it works the other way around: if you bet it is guided and hide behind a cover to neutralize the missile, you'll likely get hit when leaving the cover :) As I'd said, a non-guided missile isn't inherently inferior to guided one (tactically). Mixing them is a special kind of threat. Non-seekers create a distraction and restrict your movement choices (pin down); seekers hunt you down if you decide to stay in a safe spot between non-seekers. One can get more damage when running away from seekers - and running into a pack of non-seekers. This reminds me of medieval tactics with spear wall and sword-masters rushing in between spears. Long spears are to harass and restrict; 2H swords are to finish off restrained opponents.
Alternative title: "Turbonerd breaks down spooky skeleboi magic." Also you're a terrible influence on me. I recently bought and played through Doom 64... kept catching myself berserk punching hell knights... Never used to do that.
I've been playing doom since it came out, almost every day, and I've never noticed the smoke puff difference in the guided missiles. They are there, i just never noticed them till this video haha. One thing you got to factor in to the calculations though, is my luck. It dictates that 95% of the time, ill get homing 75% of the time :P I absolutely love your doom analysis videos my dude, keep up the good work!
I'm glad people like you and Dwars are making these videos analyzing code from Doom (or Doom-clones). I'm in the early stages of developing a game in gzdoom, and watching this makes coding feel a tad less intimidating (I'm an artist & level designer, programming is fairly alien to me).
(before video) *_"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!"_* lolz Huh. Definitely some RNG. Either that, or the frenzied calculator key presser effect, lolz
I hope rapuhotelli upgrades his patreon subscription again. I always enjoyed decino pronouncing it at the end of his videos. (The name rapuhotelli is actually Finnish and translates into "crab hotel")
You know? Already watched all your analysis videos but they are fun to watch and interesting soI was pretty bummed and bored in these days so I watched again and damn, they make these days more fun. Keep going bruh.
I love watching these videos cause not only do they help me improve, they let me abuse certain AI to my advantage, and unshamefully, my own amusement. Thank you for making these videos Decino. :)
1:50 just to clarify: (gametic & 3) doesn't directly check for evenness, but since A_Tracer is called every 2 tics there can only be two results:
Even gametics:
gametic 10: (10 & 3) returns 2 (Don't guide)
gametic 12: (12 & 3) returns 0 (Guide)
gametic 14: (14 & 3) returns 2 (Don't guide)
gametic 16: (16 & 3) returns 0 (Guide)
gametic 18: (18 & 3) returns 2 (Don't guide)
OR
Odd gametics:
gametic 11: (11 & 3) returns 3 (Don't guide)
gametic 13: (13 & 3) returns 1 (Don't guide)
gametic 15: (15 & 3) returns 3 (Don't guide)
gametic 17: (17 & 3) returns 1 (Don't guide)
gametic 19: (19 & 3) returns 3 (Don't guide)
Which means that tracers will guide every alternating state if gametics are even.
Revenants when the Doomguy is around them: *AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA*
Fascinating.
In The Crafty Titan's "Doom Hack" (aka Yukkuri Doom), the titular jelly-based monsters who occupy the Demon Spawn points are tiny and they jump up and charge, but affected by gravity. They are annoying but flimsy. One of their horrifying aspects is that they actually "die" and then "respawn" as a kill-worthy projectile based on the Revenant Missile Frames, which then allow them to spawn "Revenant Smoke", which is a version of themselves that is basically just a rehash of the Revenant Smoke that spawns from guided missiles. They essentially replicate themselves at about the same frequency as a Revenant's Guided Missile trick. They are horrifying when a group of them are attacking from a distance (still melee but from a greater distance thanks to the charge) or when they are replicating themselves off-camera while in-fighting another monster. This all done in DeHackEd, which still confounds my understanding because DeHackEd is not the same as ZDoom's Decorate and Z-Script Code languages.
Well, Peter's comment is funnier.
You are one of my favorite channel's
Hey decino. just wanted to point out that you're mispronouncing the name Donoghue. Just put it in a google translate on English and listen to its pronunciation. It's quite close to what it should sound like.
When Decino plays, he doesn’t see sprites, but coding, just like Neo in the Matrix.
He is the one, afterall.
ha ha n1
Not sure if it's a curse or blessing.
He got used to it. He doesn't even see the code. All he sees is Revenant, Zombieman, Cyberdemon...
He's beginning to believe.
So basically... 50% of the time there's a 75% chance of Revenant missiles being spooky... and 50% of the time there's a 75% chance of them being SPOOKY!
Or in other words 60% of the time, it works every time.
And a 100% chance of being a Spooky Scary Revenant
60% damage is spooky 100% of the time to me 😨
Spooky Missles!
Spoken like the Big Bad Booty Daddy himself... #steinermath
"Let's look at how revenant's missiles work!"
"Conclusion: whatever!"
I thought it was pretty clear. There is a 50% chance for a Revenant to fire either a homing missile or a regular missile unless other factors are at play. So essentially, an 80 or 90% chance to fire either a homing or regular missile 75% of the time.
Silly Goose - Conclusion: Revenant has favoritism!
Conclusion: pain
Some revenants are male but you can't tell which so it doesn't matter what my takeaway
A revenant walks in to a bar
Bar tender: What can I get you?
Revenant: I'll have a 75% chance of whiskey
A 50% of a 75% chance of whiskey and a 50% chance of a 75% chance of whisky
How many tics there is in animation of drinking whiskey? Drinking whiskey has odd tics number because *it will hit you* ba dum tss
(a day later)
Bartender: 75% chance of whiskey again?
Revenant: No, 75% chance of rum
@@404waffles 75% of Red Rum? 😅
What happens is, the bartender slides the whiskey over to him like in Town with No Name and the drink may or may not fly off the table partway through and into his mouth.
So in a nut shell: it’s a bit complicated to calculate whether the spooky boi will fire a guided or non guided missile, so be prepared for both
When you're on plutonia you just say fuck it
@@tylerlackey1175 If you're playing Plutonia it should be natural to shoot anything you see on sight
@@ArcturusOTE It should be natural to do that anyway. Assuming, of course, it isn't a blatantly suicidal choice.
@@zarnox3071 That or playing Pacifist
@@ArcturusOTE Even when this means shooting your partner to the nuke.
The real answer is that there’s a tiny imp choosing which missiles are sent all the time
Maxwell's imp? :D
What happens if Doomguy finds the imp and kills him?
@@xyzzy-dv6te Space collapses into a singular point of subatomic scale, dissapearing under its own weight, leaving absolutely nothing
@@zooka777 I knew God is an imp
Is a reference to Silent Hill secret Dog?
Alternate title: The Revenant Missile Crisis
alternate alternate title: the revenant problem
Doom cold war
@@nikotheoneshot alternate alternate alternate title. Doot boi and the unfortunate flying bomb predicament.
@@Ya_boi_jiyu alternate alternate alternate alternate title: trumpet skeleton and the very sad or also known as unfortunate airborne explosive ballistic projectile unwanted event
the pfp though...
In the end, only one thing is certain: if you waste time looking at revenant missiles, you will be boned.
no pun intended...
The randomness at play here really rattled my bones.
its not random, its satanic because its doom
*DOOT*
“If Tracer is soo cool then why isn’t there a Tracer 2”
Revenant missle: *laughs in doot*
More like laughs in agitation.
Laughs in AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Sgt Frostburn *AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA*
Laughs in *DOOT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA DOOT*
@@Vulpine_Cloaker **D O O T A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A D O O T*
Revenants: some love them, some hate them.
Archviles: everyone on the entire planet hates them.
Marauders: some people hate him, some people hate on the people who hate him
Not this DooMer! I LOVE Archviles, almost lost it when I knew that he would return in DooM Eternal.
Revenants, on the other hand......
Archvilles in doom eternal: *w h y*
Listen I got lots of trouble with archviles, but that shield, it uses it so often, (No hate to marauder, he’s a bit fun then archvile) and, the archvile never moves, and the first encounter was just so sudden. I try to take advice and I do, but it’s just, the “buff” demons instant target you like that raging kid.
I don't hate archviles. They are fun, special, offer some tactical depth and force us to rethink our habbits and adapt.
But I hate mappers who don't know how to place them properly.
The problem is: the archvile is too sensitive to map design.
@Eldritch Catastrophe pretty much everything that shoots projectiles forces you to move
Today is the first time I ever noticed the tracer has an extra smoke trail.
I know - I've only being playing Doom II since the day it was released and I never noticed that. I'm usually too busy running, revenants are hands down my most hated monster especially when there's masses of them in one place. Give me a cyberdemon any day.
@@aquapony surprised you aren't one of those dead accounts that are 8+ years old
@@greggoog7559 yup! This video introduced me to that concept too! I always imagined all their projectiles were homing, but that I sometimes stumbled into how to shake them off.
Someone, give this guy a Doom Ph.D. already.
If there is someone who deserves an honorary Deathmatch University Certificate from Romero it's decino.
Uncle Decino should be honored with an original clay from DooM. DecinO Our Master.
And put that on Quora as his Bio.
Ph.D: Philosophical DOOM
You mean a BHG
Revenant: "Nooo, you can't just avoid my deadly homing missiles!"
Doomguy: "Haha leg go faster than rocket."
Haha rocket go orbit
Everyone's favorite spooky boi.
Yes
@Cinnamon Killjoy More like AAAAAAAAAAAAAAAAAAHHHHHH
Angry Skeleton man !
Many people think he's just a regular man.
But he's not just any man.
He's Skeleton Man!
@@kryptkravler An Angry Trumpet Playing Skeleton Man
Most interesting fact: Guided projectiles have puffs of smoke. How the heck I have never noticed that?!
Probably for the same reason I never noticed that. When I see a Revenant firing missiles, I strafe like a madman, shooting every gun I have, chanting, "oh crap oh crap please die just die don't hit me no please please please please ... oh thank God. What?! An arch-vile?! NOOOOOO!"
Probably because staring at them is a great way to eat one.
Because one would likely not be looking for the smaller details whilst getting the literal fuck out of the projectile's path, lolz
you must be new at this 😛
Hehe, so the Revenant behavior basically depends on whether he woke up with left foot (or the other one), or to paraphrase Mr. Callahan, Revs ask Doomguy "do you feel odd, punk?". :)
Your videos are very informative and also hilarious. Like where you named the save game "LMAO" to demonstrate a flaw in the engine. Or where you were like, "Let's take a step back," and you made Doomguy during game play move back one step. I really appreciate how you actually go over the code itself showing it on screen.
Revenant definitely spooked me as a kid. Still does. The sound it makes and the movement. Facing a creature like this in hand to hand combat in real life would definitely rattle my nerves. The strength this thing possesses can tear your limbs off.
How did you feel about seeing it in the newer Dooms?
I really love how in-depth you go when talking about a certain subject. It takes an underrated amount of dedication to delve into the source code and talk about it in such a clear, understandable manner.
Hats off to you, decino!
Decino:"Revenant's some love them some hate them."
Doom guy:"I love and hate them! Cause on one hand they're demons that try to kill me. on the other hand their bones make a mean xylophone."
He's not wrong though.... th-cam.com/video/IqnZgCSwOsw/w-d-xo.html
♫...and all my friends are skeletons (they beat the rhythm with their bones) Spoonman!♫
@@AmyraCarter come together with your 75% missiles... LMAO!! AAAAAAAAAAAAAAAAAAAAAAAAAA
No, he said "umhpf"
Here's the real mystery of Revenant Fireballs: they deal like 9000 damage despite you put mega armor on
So trur
I’m a simple man.
I see yellow background, I click.
Such a great deep look into the mechanics here. I always thought it was a 50/50 from watching your videos. I love that you came full circle with your conclusion, "It's all RNG, just kill the bony-bastards!"
You know, it takes great devotion to a game to dive deep into codes just to uncover a mystery. Anyone can, but I respect your work
"if you can't physically hurt him, verbally hurt him"
Bad spooky boi bad spooky boi
Frost: "Hey, what the hell are we supposed to use man? Harsh language?"
Hicks: "I like to keep this handy...for close encounters." [cocks shotgun]
Skin tone chicken bone leave me alone headass!
Super knuckle kanuckle bill buckle banana truffle headass!
Get doot'd, redpants!
r/rareinsults
decino: the mystery of revenants missile goes like this and that
Also decino: blast everything
I always thought the fireballs were purely random. This was very interesting to dig a little deeper and see how the revenant REALLY acts.
computers always had trouble recreating "pure random"...
First thing I did after waking up was watch this video. Being half-tired and with headphones on blast, the revenant at the beginning got me. 10/10 I always look forward to the next video.
Never change, Decino, I love you
I saw it coming because I've seen the original .gif, lol.
7:20 Decino: (mimicking computer terminals giving backstory to demons for 7 minutes)
Doom Slayer Guy: “so.... rip and tear?”
And he swiftly got torn in half by a revenant for being edgy.
"gametics never reset, even when starting a new game"
so, would it be possible to leave the game running long enough for the gametics to get too high and crash it?
Yeah, but it would take 2 years.
@@decino even then, wouldn't it just wrap around?
@@decino Running Doom 2 for Two years crashes Doom 2 video when?
@@PrinceSilvermane That sounds straight out of a Stryder7x video :)
@@decino is there a way to start the counter at a very high value?
Okay this was really awesome to see! For what always seems like such a "simple" and "basic" game, there are all these tiny things hidden in there that we'd never know that add a lot more RNG, flavour, visual interest, and even challenge to everything in DOOM. How cool!
Did you have any problems fighting Revenants
Doomguy:ah yes the tall imps with kevlar armor that go pew pew
lol
I'm really interested in seeing that demos can in fact desync that easily, what other ways demos could desync tbh.
Lost Souls could after they added the floor bounce in v1.9(?). Playing back demos where Lost Souls didn't bounce would desync it.
@@decino Incredibly late, but the bounce was added in The Ultimate DOOM; while they didn't update the version number it is technically a new version of the .exe. As far as I'm aware, the original release of 1.9 that ships with all copies of DOOM II nowadays didn't have the bounce.
Final DOOM carried over the changes from The Ultimate DOOM along with making a few of its own, so it retains the bounce as well.
Fun fact: If you take your DOOM2.WAD and dump it into the directory for The Ultimate DOOM, you can play DOOM II but with the Lost Soul bounce. This is because DOOM was built to use the same .exe for all games; changing its "mode" based on the IWAD it finds in the base directory. But since DOOM II, DOOM and Final DOOM all ended up using slightly different .exes by their final versions (and really, how often do you mess with games in this way) this goes overlooked by most.
the amount of effort you put in these is remarkable
This is one of those channels/videos with information that has
zero use in my day to day life
Cannot be applied or relate to anything (that I can think of outside of Excel) around me
and it's knowledge I cannot really use cause I don't program stuff for a living...
But words cannot describe how well this video/channel documents things and how hecking interesting it is to watch.
Keep up the good work!
He might be the angriest skeleton you've ever heard
Decino's blasting the comments with hearts like he's stuck on a positive tick.
I always thought it just depended on your positioning when the missile was fired, like if you moved out the way right before the revenant fired.
0:05 “He spooks us all”
*Flashbacks to Doot*
I love just how unpredictable the topic of each new DOOM video is, honestly. Sprites, monster tier lists, mechanics a "casual" like myself had never even heard of (voodoo dolls, for example)...the variety's amazing.
Like, I didn't even think Revenant projectiles were worth their own video; "they're just projectiles", after all, like many other demons have. But nope - you somehow made it quite interesting.
0:05 I wonder if anyone actually got spooked by that, I wouldn't be surprised if atleast one person did.
The AAAAHHH was quiet compared to decino's voice
I like how, despite how you're diving us viewers into what many would see as a gibberish mess of C code, you take the time to go, "Well, this means (whatever in plain English)", or at least resolve the chain of commands and references until you get something to explain the plain English for... basically helps make the code less gibberish and more understandable to the average person, and even helps those of us who understand enough code to follow along get a clear "oh yeah *headnod*" when you go over it too.
Excellent. Very well explained. Loved the extra detail in this one.
your editing skills are amazing, your videos are always well done and not over produced. you are never annoying, so many youtubers are...
Just when you think you know everything about classic Doom, here comes Decino with more knowledge.
New Decino analysis videos are always exciting, and the way you use sprites never fails to get a chuckle out of me.
Ooo spooky skeleton! Man whenever i see Skeletor, i just sighed whenever they shoot. Dumb old me always forgetting that not every rockets is homing so i always try to zig zag it and take a rocket to the face.
Lovely video as always Grandpacino!
I LOVE these kinds of breakdowns, I love the fact you analyzed the code. Thanks for making this, super informative and entertaining.
Some love him, some hate him, but one thing is for sure: He's spitting straight facts
The way i like to think of it is: revenants are primitive, so if they get hurt, they go "hmm, regular missiles aren't working all too well. I'll try guided." And vice versa, lol
That's good to know, and knowing is half the battle.
“GGG III JOOOEEEE!”
Thanks for the doot video decino. I want to add a few things I learnt from AcidGlow's video.
Although Revenant's attack sprite has both launchers lighting up with fires, he only shoots one missile not two. Thank God.
According to Doom 3's lore, Revenant's mounted missile launchers are connected to his nervous system. Thus he can shoot guided missiles and the missiles track you.
More analysis... good, good...
Another mystery is how decino breathes during the video but doesn't during the credits. It appears that breathing is favoured 75% of the time here
That's the spooky factor of the missile.
Is he guided? Or is he not?
In my very first ever playthrough of Doom II years ago, I played on Too Young To Die, so I didn't run into too many Revenants, so I didn't think they were much of a threat for the most part. When I started playing on higher difficulties, and eventually dipped my toes in Plutonia Experiment, I finally understood why our favorite boney-boi spooks us all so much.
But after playing Plutonia enough times, I genuinely love fighting Revenants. They're so fun.
Unrelated, but incidentally, I just generally love skeletons. I think they're cool.
0:04 You spooked me, I was like "Zoinks!"
Also now I know how the Revenant works. He's a math nerd and I must now bully him into giving me his lunch money.
For someone who is interested in getting into coding, your videos have peaked my curiosity. This was so interesting see you dive into the code numbers to figure out their probability of being a normal or tracking rocket. Very cool!!
That was brilliant! Without any coding experience and hearing it was down to a game tic, I figured it was 50/50
Conclusion: All spooky bois are going to throw missiles at you and become skeletons again, the dead variety!!!
Old video I know. But the more I look at the source and enjoy these videos. It just makes me want to make a doom clone in C.
The real mystery is why is hell knight and the skeleton friends?
Your videos are so amazingly explained and very well edited. Keep up the great work!
The intro had me in stitches
I have no idea why, but watching you delve into so much detail about these kinds of mechanics is awesome. I mean, this was literally a video on missiles!
God damn loved it
The Revenant “spooks us all?” Come on now I’ve never found it the least bit-
*suddenly realizes the Revenant is a skeleton*
AAAAAAAAAAA
Revenants are bone daddies!
DON’T JOKE ABOUT THAT OMG
That's what they sound like when you wake them up, yes.
I have never faced a Revenant.
I never want to, thanks very much.
This video shows that the DOOM DESIGNERS were 100% AWESOME. And Mr decino really knows his stuff which is also far ken awesome.
I don't *even* know how the Revenant thinks, guided missiles should always be better if you want to kill Doomguy
What an *odd* fellow
Brutal Doom fixes it by offering a huge speed and damage boost for unguided missiles.
In general, unguided fire is better for suppressing (e.g. blocking a narrow passage). Too bad Doom AI doesn't know about it - monsters would only fire in your face.
@@ПавелКорешков-ь4г Half-Life rocket launcher allows firing guided or unguided rockets and the unguided mode works better for hiding behind stuff
It might be to instill a false sense of security? Like if it always fired guided missiles, you'd always be careful around it, but as it is now, there's a possibility that the player will be like "i'm going to bet that it'll fire an unguided missile" and get caught off-guard when they discover the missile's homing onto them.
Not really that threatening, maybe, but the games were at least partially balanced around keyboard-only play. How often have you been able to circle-strafe without using a mouse or controller?
EDIT: That said, I will admit that doing something to make the unguided missiles not just strictly worse than guided missiles makes more sense from a modern player and designer's perspective.
@@LonelySpaceDetective Betting and the sense of security is a good point!
Also it works the other way around: if you bet it is guided and hide behind a cover to neutralize the missile, you'll likely get hit when leaving the cover :)
As I'd said, a non-guided missile isn't inherently inferior to guided one (tactically). Mixing them is a special kind of threat.
Non-seekers create a distraction and restrict your movement choices (pin down); seekers hunt you down if you decide to stay in a safe spot between non-seekers. One can get more damage when running away from seekers - and running into a pack of non-seekers.
This reminds me of medieval tactics with spear wall and sword-masters rushing in between spears. Long spears are to harass and restrict; 2H swords are to finish off restrained opponents.
I find these videos of digging up doom's coding really amusing, great work decino, I'm very proud of being one of your subscribers
But what about the real Revenant mystery: What is it that makes so many mappers want to include frequent, massive Boner closets in their levels?
The attractive of a boner closet should be obvious by itself ( ͡° ͜ʖ ͡°)
"Boner closets" lmfao
Such a good feeling knowing I can sink 8 minutes of my life watching a decino video.
This reminds me of my time at college
A whole lotta talking that ultimately leads to nothing.
Alternative title: "Turbonerd breaks down spooky skeleboi magic."
Also you're a terrible influence on me. I recently bought and played through Doom 64... kept catching myself berserk punching hell knights... Never used to do that.
Revenants will now be called "spooky skelebois" for me.
I've been playing doom since it came out, almost every day, and I've never noticed the smoke puff difference in the guided missiles. They are there, i just never noticed them till this video haha.
One thing you got to factor in to the calculations though, is my luck. It dictates that 95% of the time, ill get homing 75% of the time :P
I absolutely love your doom analysis videos my dude, keep up the good work!
75%/25% of Revenant missiles: "I'm already tracer"
Oh no...
love the format, always nice to see someone's thought process on these sorts of videos imo
Decino should be hired by the NASA, he really is a smart boi
I'm glad people like you and Dwars are making these videos analyzing code from Doom (or Doom-clones). I'm in the early stages of developing a game in gzdoom, and watching this makes coding feel a tad less intimidating (I'm an artist & level designer, programming is fairly alien to me).
(before video) *_"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!"_* lolz
Huh. Definitely some RNG. Either that, or the frenzied calculator key presser effect, lolz
I hope rapuhotelli upgrades his patreon subscription again. I always enjoyed decino pronouncing it at the end of his videos. (The name rapuhotelli is actually Finnish and translates into "crab hotel")
1k likes, 0 dislikes. This is probably the best like/dislike ratio i've ever seen on a YT video.
Here before some dude(s) change that.
There are currently 4 depressed revenants who fired only unguided missiles today.
You know? Already watched all your analysis videos but they are fun to watch and interesting soI was pretty bummed and bored in these days so I watched again and damn, they make these days more fun. Keep going bruh.
No wonder 2 MB of RAM couldn’t run the game.
I love watching these videos cause not only do they help me improve, they let me abuse certain AI to my advantage, and unshamefully, my own amusement. Thank you for making these videos Decino. :)
I like how the opening clip contains my name. :-)
If after all these quality videos decino doesn't look like the superchad meme i'm going to be seriously pissed at god.
Keep up the great work
Nobody:
Decino: what's the deal with revenant missiles?
Hey Doomers, Decino here.
_The Revenant knows where _*_you_*_ are at all times_
4:05 "68 (or 69???)" Definitely 69, oh yeah, baby!
Always a treat when decino uploads
Algorithm-greasing comment for optima engagement and channel growth.
Some say that spooky boi is still confined to that prison
Whoa, I never noticed the smoke on the homing missile.
Ah, the observed 75% ratio has finally been explained! I've waiting for this for such a long time! Thank you decino :) you're a legend.
0:06 Welcome to the Bone Zone.
That six-second introduction was all I needed to know that this was going to be a good video.
TH-cam Recommended: "The Revenant" TH-cam Movies.
Loved the vid! Decino coming in with quality as usual.
Can anyone tell me what the level at 1:26 is?
Untitled 2 a.k.a. Okuplok Slaughter Map.
@@decino Thanks, king!