@@mjc0961 Me three. I was watching a demo run of BTSX EP. 1, map 15, and he got to the outside courtyard with the big staircase, and his rocket launcher didn't lock on to one of the chaingunner's for about 3-4 shots. LOL
I seem to have the hilariously opposite effect I rarely have a moment when I'm trying to shoot enemies closer to where I'm standing, but that stray chaingun fire just happens to annoy some imp somewhere way off at a height just barely peeking into my screen
@@tehValorin in certain PS2 games this is actually somewhat true because the dualshock 2 controller has pressure sensitive buttons. I don't know about NFS but Gran Turismo takes advantage of this for sure.
@@nerfinator465 I had a 'pacifist' playthrough of MGS3 that was full of accidentally-slit throats because I pushed Circle too hard and, instead of interrogating the poor bastard, *"schhllk"*
It would be fun to prank your friend by secretly making tiny changes to their vanilla wads. Just enough to make the feel uneasy and doubt their memory.
I remember watching his very first “yellow-background video” way back when being like oh neat this guy has a funny accent is talking about Doom trivia *sub* and now his vids are just so well edited, he definitely spent some time learning those Devil magicks.
shootout to that guy who named themselves "agonizing rectal pain" for Decino's Patreon role. You and I went very similar directions with that sentance.
"we couldn't be assed to spawn missiles at a correct height right away so we just increase revenant's position and revert it back after the missile is spawned teehee" - John Carmack
Almost as bad in Hexen is the switch case list on mobjtype_t values inside the function to decide what z height to spawn missiles at per thing type. Still not a proper solution (pass it to the function as a parameter, or at least read it out of the firing object's mobjinfo definition).
They wanted the revenant's missile to spawn higher so that it appeared more closely to be coming from its shoulder cannons. However to do this properly would have required adding a "z" parameter to the function P_SpawnMissile - it normally only takes x, y, and angle in Doom itself. This really wouldn't be a problem at all but I guess John Carmack was feeling lazy, as it would require adding a z parameter to every call to the function. Instead he wrote this gross hack.
@@CarbonRollerCaco I've always assumed they deliberately didn't make the Cyberdemon shoot rockets from its launcher to avoid people cheesing the E2M8 fight. If rockets were spawned from the left side of its sprite, then it would be possible to have a large part of the right side of the demon poke out from one of the pillars while still having the rockets be blocked, allowing the player to get free shots in with no danger of being hit.
@@mmb6527 In my case, my mouse is a mile away from my keyboard to maximize use of my desk as a workspace. I'm also just more comfy playing Doom that way, since it's not like the source port aiming was intended or required; I also prefer turning with the side arrows to strafing with them since that feels more natural. My control settings are Z to shoot, X for action, space to run, and I believe C&V for the side strafing.
@@simpysimper how could I not talk about him? That's a cool-ass name lol. He's mentioned on every video, so I have to thank him for helping decino make his excellent content.
Hey Decino, these analyses help me greatly to understand the game. I think we would all appreciate it if you made an analysis on Doomguy himself. How fast he is, how his acceleration works, how Doomguy bots don’t have to stop before doing their attack, how noclip works, Doomguy’s size in relation to what he can fit through, etc. Thank you so much for the amazing video quality and effort.
@@teranokitty No lol I don’t know why I said that. I was talking about more of why the demons can’t attack while moving. I’ve seen some WADs where the bosses and stuff can move while attacking kind of like what you see when playing deathmatch against another player.
@@dylanyonker7169am very late on this but you can just call a_chase in the fire state and then have one of the states be 0 length that fires the missile, like this: SPRI 2 A_Chase SPRI 2 A_Chase SPRI 0 A_FireMissile SPRI 2 A_Chase that way the enemy doesn't stop when firing
4:04 - really interesting, even though it looks like a simple hack fix there could be more to it. I wonder if the little jump the revenant does in the Doom 2 beta versions was actually an accident? Or whether this code is a leftover from that, because they realised it made the missiles spawn at a more realistic height?
So glad you did an analysis on this topic, it's been a total mystery to me since I started playing! Especially how BFG tracer's work, confused myself many times trying to think about that one
I love that there can be the weirdest, most outlandish patron names, and he still says them. My favorite has to be agonizing rectal pain and “uwu, decino senpai!”
We're not at the Gamechamp level of shenanigans ("I paid 5 bucks just to get Gamechamp to say nakakapagpabagabag"), but I like the slow evolution towards sillier names.
I had no idea the horizontal auto aim only had one angle for aiming slightly left and right.. Also at 4:10 we can actually see the Revenants "hop" like this in the Doom 2 Beta versions.. Weird that code technically made it into the final release, I thought surely it just spawned their rockets higher and that was that. Great stuff as usual man. EDIT: Also, that "Y" joke at 4:00 was terrible. It cracked me up!
I've always wondered how the auto-aim works, but I didn't expect to laugh so much while learning about it! Great stuff, decino. PS. How can we listen to Dial 5 in full? 🤘
I have been working on porting doom to Unreal Engine 4 recently, and these analysis videos have helped a ton with understanding how some things in doom work. And they are just plain ol' entertaining to watch.
This was a very interesting one. The auto aim in doom it was always an unique feature in the game. Being it so random it's what it makes wads like Plutonia or Sunlust so difficult. The face rockets will be a legend in this game.
I was introduced to Doom in a new light because of the community, because of creators like you decino. I just want to thank you for making such good content in this otherwise forsaken platform.
this video having one of your own MIDIs in it is super sweet considering I only learned about your contribution to No Rest for the Living's community score a day or two ago. I had no idea you were a freakin' musician, Decino~!
these videos just get better and better. the intro, as well as all the little jokes and jabs throughout, had me in stitches as always, please never change
It's a shame enemy melee attacks don't have auto aim. If it did I wouldn't have to worry about some pinky/spectre in the bottom of the level somehow biting me while I'm at the top of the level.
The more you delve into Doom's code, the more fascinating it is to remember that this was all in the early 90s. Those id guys are lightyears ahead of their time. I wish I could relive the experience of playing Doom in the 90s!
You forgot the part where the code knows when I'm trying to snipe an enemy way up high and decides to just turn autoaim off for just me.
Oh it's not just for you, it gets me too.
@@mjc0961 Me three. I was watching a demo run of BTSX EP. 1, map 15, and he got to the outside courtyard with the big staircase, and his rocket launcher didn't lock on to one of the chaingunner's for about 3-4 shots. LOL
Me when the enemy is 59 degrees above me
I seem to have the hilariously opposite effect
I rarely have a moment when I'm trying to shoot enemies closer to where I'm standing, but that stray chaingun fire just happens to annoy some imp somewhere way off at a height just barely peeking into my screen
@@adirblazkowics7717 The chaingun is surprisingly inaccurate at medium to far range.
I remember as a kid I thought the game knew where I look, so if I look at the monster hard enough and squint my eyes, my weapon will aim there.
And, of course, the harder you press "fire" the more damage it does.
@@felynecomrade That's literally what i thought
@@felynecomrade The harder you press "up" in Need for Speed, the faster you drive.
@@tehValorin in certain PS2 games this is actually somewhat true because the dualshock 2 controller has pressure sensitive buttons. I don't know about NFS but Gran Turismo takes advantage of this for sure.
@@nerfinator465 I had a 'pacifist' playthrough of MGS3 that was full of accidentally-slit throats because I pushed Circle too hard and, instead of interrogating the poor bastard, *"schhllk"*
It made me very uneasy seeing that E1M1 door open
Truly cursed.
Yes. That door simply doesn't open. Never. No matter what.
It leads to gm_construct's dark room.
_u n s e t t l i n g_
It would be fun to prank your friend by secretly making tiny changes to their vanilla wads. Just enough to make the feel uneasy and doubt their memory.
“Deep Into the Code”...you don’t choose the pun life, the pun life chooses you.
You would say that... 😏
Lmao I knew he would play that song as soon as he said “deep into the code”.
Your Icarus video was cool!
mtpun27...
*Archvile death sound*
decino just keeps getting better and better at this video-editing shenanigans.
Facts, really giving me gaminggargoyle vibes
I remember watching his very first “yellow-background video” way back when being like oh neat this guy has a funny accent is talking about Doom trivia *sub* and now his vids are just so well edited, he definitely spent some time learning those Devil magicks.
Y
Things like the crunchy H-Bomb explosion just make me smirk when watching these videos.
Doomguy is so good he doesn't need to look up and down, he just aims his weapon up and down without looking at the sights.
The shots just listen to him because he's such a chad
@@smugumin3448 lol
@Smugumin He says "Popo!"
He's better at hip firing than rambo
shootout to that guy who named themselves "agonizing rectal pain" for Decino's Patreon role. You and I went very similar directions with that sentance.
There used to be "agonizing oral pain" too.
@@alaeriia01The oral pain cleared up, but the rectal pain persists. Contact a medical professional if it lasts longer than four years.
Rip diggs make mi coohm, was an og
Rip to hnnnnnnggghhhhhhhh, I was not expecting it when he said it last time
I'd like to think that 90% of this video's development time was spent on the intro. Epic. 😉
Beautiful intro to be fair
@@Chronicallyaddictedtomusic tHe LoNgEr ThE iCoN oF sIn Is On EaRtH, tHe StRoNgEr He WiLl BeCoMe!
Fortnite Dancing Doomguy is a blessing and a curse.
It reminds me of Gaming Gargoyle's animations
@@sirbill_greebi3811 you all know I default dance after headshotting Maykr Drones
@@Chronicallyaddictedtomusic
So, uh... Are you a villain in this story?
"we couldn't be assed to spawn missiles at a correct height right away so we just increase revenant's position and revert it back after the missile is spawned teehee" - John Carmack
Almost as bad in Hexen is the switch case list on mobjtype_t values inside the function to decide what z height to spawn missiles at per thing type. Still not a proper solution (pass it to the function as a parameter, or at least read it out of the firing object's mobjinfo definition).
@@QuasarEE In English please, nerdo lol.
@@stratorallis Basically use a database to reference the proper height to create projectiles
"Let's dive deep into the code"
Me as soon as Deep into the Code starts playing: "THANK YOU"
Me as soon as its shushed away: "Aw..."
the revenants firing missiles higher most likely because they used to actually visibly "jump" when firing in earlier versions
They wanted the revenant's missile to spawn higher so that it appeared more closely to be coming from its shoulder cannons. However to do this properly would have required adding a "z" parameter to the function P_SpawnMissile - it normally only takes x, y, and angle in Doom itself. This really wouldn't be a problem at all but I guess John Carmack was feeling lazy, as it would require adding a z parameter to every call to the function. Instead he wrote this gross hack.
@@QuasarEE And yet they didn't care that the Cyberdemon was still pissing out his rockets.
@@CarbonRollerCaco I've always assumed they deliberately didn't make the Cyberdemon shoot rockets from its launcher to avoid people cheesing the E2M8 fight.
If rockets were spawned from the left side of its sprite, then it would be possible to have a large part of the right side of the demon poke out from one of the pillars while still having the rockets be blocked, allowing the player to get free shots in with no danger of being hit.
@@alfiehicks1 but it could still be higher.
@@QuasarEE Carmack is very effective 😛
Ah the yellow background.
It fills me with joy to find out what things this masterpiece of a game has.
Also just get good lmao.
Same thing here.
Git gud without autoaim, or git gud in spite of it?
Agreed!
Surface level: doom is a raycaster with varying floor heights
Under the iceberg: whatever this is
The abyss: doomguy's neck is broken
decino iceberg anyone?
doom uses bsp rendering, actually
Now we know how he ended up in his rocket powered wheelchair.
Is "surface, iceberg, abyss" the new "broke, woke, bespoke"? Or maybe not-so-new?
@@vhproductions Every decino video is personalized
Nothing in this life, before and after, could have possibly prepared me to see Doomguy doing the default dance.
Him throwing out his neck was karma.
It's truly a glorious sight to behold.
The best part of these analyzer videos? Listening to decino read the names “agonizing rectal pain” and “beaks make me coom” with a serious tone.
and "uwu deciwo senpai", except that wasn't read seriously
Rocket Launcher's autoaim awards you a trip to scam city
Ride the facerocket!
Yes it does.
*Wank City
4:30 I love when TH-camrs who usually speak in a monotone voice make an exclamation like this. It makes me giggle every time
0:28 My brain wants to unsee that door opening
That intro was pure gold.
"And that's why Doomguy can't look up"
Started the day with one big smile.
BPM has a lot of "fake crutch" items, that due to the way they work, can completely throw off your usual playstyle
This, this exact thing you showed at 2:54 is why I strictly never shoot rockets while next to walls.
That intro was fantastic, I love how much you care about making these videos
4:55 i love how unamused decino sounds, as if he got desensitized to AGONIZING RECTAL PAIN.
It is absolutely fascinating to look at how such simple code created such a masterpiece of gaming history.
Woah decino even making banger tracks for doom now? That shits neat
As a doom keyboard only player, that moment of the revenant with the autoaim is just accurate
true
What is the benefit/reason for playing keyboard only?
@@mmb6527 I played doom like that as a kid :P
@@mmb6527 cause it's fun
@@mmb6527 In my case, my mouse is a mile away from my keyboard to maximize use of my desk as a workspace. I'm also just more comfy playing Doom that way, since it's not like the source port aiming was intended or required; I also prefer turning with the side arrows to strafing with them since that feels more natural.
My control settings are Z to shoot, X for action, space to run, and I believe C&V for the side strafing.
The Demented Cartoon Movie's explosion doesn't get love like this anymore.
"Zeeky Boogy Doog!"
*"Gleeg Snag Zip!"*
That intro was legendary.
Damn, I never knew that decino's kickin' MIDIs is why Doomguy can't look up or down! 😂
Beaks make me Coom has been an absolute legend for a long time.
I would have loved to come up with a user name such as Agonizing Rectal Pain
I miss ILickToesAtNight...
@@Qobp I missed him! Lol
also CappaBitch
@@simpysimper how could I not talk about him? That's a cool-ass name lol. He's mentioned on every video, so I have to thank him for helping decino make his excellent content.
2:45 what the dog doin?
Never thought of Doomguy getting his neck broken, but it does make sense why he can't look up and down, sometimes
Hey Decino, these analyses help me greatly to understand the game. I think we would all appreciate it if you made an analysis on Doomguy himself. How fast he is, how his acceleration works, how Doomguy bots don’t have to stop before doing their attack, how noclip works, Doomguy’s size in relation to what he can fit through, etc. Thank you so much for the amazing video quality and effort.
Doomguy bots?
@@teranokitty No lol I don’t know why I said that. I was talking about more of why the demons can’t attack while moving. I’ve seen some WADs where the bosses and stuff can move while attacking kind of like what you see when playing deathmatch against another player.
@@dylanyonker7169am very late on this but you can just call a_chase in the fire state and then have one of the states be 0 length that fires the missile, like this:
SPRI 2 A_Chase
SPRI 2 A_Chase
SPRI 0 A_FireMissile
SPRI 2 A_Chase
that way the enemy doesn't stop when firing
4:04 - really interesting, even though it looks like a simple hack fix there could be more to it. I wonder if the little jump the revenant does in the Doom 2 beta versions was actually an accident? Or whether this code is a leftover from that, because they realised it made the missiles spawn at a more realistic height?
Maybe in the beta they boosted its Z momentum instead of position.
8 hours ago?
Must be a patron subscriber
Aww, I was late to this video and just left basically the same comment.. leave it to BeefGee to be aware of the beta behavior :)
So glad you did an analysis on this topic, it's been a total mystery to me since I started playing! Especially how BFG tracer's work, confused myself many times trying to think about that one
"The longer Decino make videos, the stronger he will become"
Awesome vid mate!
There's something amazing about that rocket hitting the floor animation xD
doomguy dancing and breaking his neck made my day
Your videos are just so good, I love learning more about the original DOOM games.
3:06 it's embarrassing how many times I've died to this 🤦
5:45
“uwu deciwo senpai”
Xddddddd golden
4:28 laughed way too hard at that damn lost soul
Requested this analysis a year ago. Didn't really expect you'll do it. Thanks for taking your time!
I love that there can be the weirdest, most outlandish patron names, and he still says them. My favorite has to be agonizing rectal pain and “uwu, decino senpai!”
This analysis was................. right on target 🕶.
Another awesome intro for a very interesting video! I always noticed the offset of the rocket launcher and wondered why.. Thanks!
*rocket has Auto aim and it hits a solid surface*
Big smoke:"I got caught in the money, the power."
Decino WAD video: I sleep
Decino video with yellow background:
r e a l s h i t
I've actually noticed the lost souls thing, I must've been really high up because I remember seeing one of them jump at me insanely fast.
I like my reward of hearing you say the second to last patreon’s name for sitting through all of the patreons
We're not at the Gamechamp level of shenanigans ("I paid 5 bucks just to get Gamechamp to say nakakapagpabagabag"), but I like the slow evolution towards sillier names.
Best channel man. Impressive how this 30-year-old game never ceases to amaze me with technical stuff.
I hope you'll never run out of Doom content
I had no idea the horizontal auto aim only had one angle for aiming slightly left and right..
Also at 4:10 we can actually see the Revenants "hop" like this in the Doom 2 Beta versions.. Weird that code technically made it into the final release, I thought surely it just spawned their rockets higher and that was that.
Great stuff as usual man.
EDIT: Also, that "Y" joke at 4:00 was terrible. It cracked me up!
@4:30 everytime I hear the 'Wheee!' I can't help but imagine a poorly drawn animation of decino going down a slide.
I've always wondered how the auto-aim works, but I didn't expect to laugh so much while learning about it! Great stuff, decino.
PS. How can we listen to Dial 5 in full? 🤘
th-cam.com/video/2bX2L2Z1y1o/w-d-xo.html
seems like this will have to be included into the jukebox for the upcoming strram
I have waited for a tiny analisys of this, and that wait was worth every second, thanks decino!
That was the most epic intro ever.
Dang right!
2:19
Wow. I haven't seen that explosion in years.
Haven't watched that Flash movie in years. I feel old now.
Always love when decino pops into my notifications
I have been working on porting doom to Unreal Engine 4 recently, and these analysis videos have helped a ton with understanding how some things in doom work. And they are just plain ol' entertaining to watch.
GZDOOM has the smart autoaim setting defaulted to off. Better off turning it on.
Imagine the deep height projectiles on fast monsters.
Thanks for a great video! Again, you've taught me new information --- I didn't know about the dead zones in the horizontal autoaim.
0:34 doom guy: and I’ve never been so fucking humiliated in all my life!
As many others have pointed out, that intro is incredible lmao. Really upping the game with this one
Uwu deciwo senpai. Your shoutouts list never fails to make me laugh haha.
Y 😂
Interesting quirks about projectiles, thank you for the education.
And that track of yours is a banger!
Love the explosion from The Demented Cartoon Movie at 2:20 :)
Can we just appreciate the Doomguy doing the default dance?
Now we know why good old Doomguy doesn't look down and up and how he use his wepons with no issue well kinda but at least we know it XD
This was a very interesting one. The auto aim in doom it was always an unique feature in the game. Being it so random it's what it makes wads like Plutonia or Sunlust so difficult.
The face rockets will be a legend in this game.
I was introduced to Doom in a new light because of the community, because of creators like you decino. I just want to thank you for making such good content in this otherwise forsaken platform.
The intro is a masterpiece!
You can't just NOT upload or otherwise give us a way to listen to DIAL 5 after showing us it exists, decino!
th-cam.com/video/2bX2L2Z1y1o/w-d-xo.html
@@decino Pog!
Was looking forward to a breakdown on this, nice!
I had no idea you made your own music. You amaze me more and more every time dude
this video having one of your own MIDIs in it is super sweet considering I only learned about your contribution to No Rest for the Living's community score a day or two ago. I had no idea you were a freakin' musician, Decino~!
The missile knows where it is because it knows where it isn't.
I thought the Cyberdemon was badass enough, but you're telling me he launches all those rockets from his groin?
Yes he does unfortunately like he is shooting multiple cocks at us. Lol
Yes.
You know, I really like how you show the songs you play during your videos. Its really considerate.
0:19 The fortnite dance on the doom character... I’m done
_The irony._
@@M0rinkashifr
i love how doomguy gibbed when he hurt his neck
These keep getting more hilarious!
these videos just get better and better. the intro, as well as all the little jokes and jabs throughout, had me in stitches
as always, please never change
best doom intro I've seen
The thumbnails are getting better and better. Keep up the good work!
Oh damn, that midi jam was jammin'!
Yes, I did auto-aim my fingers towards the notification.
0:17 damn he's feeling himself. Great moves doomguy, but we already knew that didn't we?
Great intro. And now I understand why stairwells make lost souls into lightspeed mosquitos.
*1:38** "DANCE, FUCKER, DANCE!"*
That intro segment was hilarious.
0:11 where can I find this song, I looked it up and can't find it
th-cam.com/video/2bX2L2Z1y1o/w-d-xo.html
@@decino ty so much that track is a fucking banger my dude.
The Revenant gets a fast increase in height when it fires because it's hoppin' mad.
...I'll get my coat. Oh, wait, I'm already wearing it.
So in summary... print("auto aim") is how they do it, right?
Time for more science of a very old shooter
it makes the game simpler for people that never played a first person shooter or any game before, but its still flawed
You will never know how excited i get whenever I see a new yellow background thumbnail video from you. I love your work
2:03 what the
GZdoom My friend
I really like the editing on this one! I can tell you had fun with the ideas.
It's a shame enemy melee attacks don't have auto aim. If it did I wouldn't have to worry about some pinky/spectre in the bottom of the level somehow biting me while I'm at the top of the level.
The more you delve into Doom's code, the more fascinating it is to remember that this was all in the early 90s. Those id guys are lightyears ahead of their time. I wish I could relive the experience of playing Doom in the 90s!
3:55 ROCKET C**K
Production value on this was over 9000! Great job on this one Decino!