PrBoom+'s Compatibility Levels Explained

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Published 2021-09-26

All Comments (21)
  • @Dwars
    Some fun facts: In addition to all the other named complevels, you can use -complevel vanilla which will automatically detect which IWAD you've loaded. Another source port, Woof!, can use a lot of these parameters as well, especially for all the important complevels (including -complevel vanilla) as well as full support for the new MBF21 complevel.
  • @hus80sam
    "Use GZDoom like a normal human being " - Decino =-2021
  • @dinitroacetylen
    A Team TNT engine that breaks a Team TNT classic map. Well, that makes lots of sense.
  • I remember lost souls spawning out of bounds was a fairly common thing way back when playing on my old 486. I was wondering why it never seems to happen in doomtuber videos, now I know it's been fixed in source ports.
  • @Lemon_Inspector
    I like the idea that the existence of demos essentially forces the Doom community to keep bugs forever. It would be interesting to take the source code of the PrBoom engine and color-code it according to the compatibility level it handles, to see all the clutter.
  • @realprion
    10:38 I enjoyed this bug quite a bit because I could use it to give the impression of a jammed door. In a megawad I made the player blows up a facility, so rather than just putting a plain old texture there I made it feel like the door was actually stuck and unable to open.
  • @NerfPlayeR135
    I was not expecting to hear "HNNNNNNNNNGGGGGGGGGGHHHHHHH" come out of decino's mouth at 17:04, but now that it has, I can't stop laughing about it.
  • @Moleoflands
    "It will only attack you against protects of less than 1000 damage"
  • @Over9000BPM
    This explains all of the deeply weird things I encountered trying to make a door that one time I attempted to make a map.
  • @PeterLawrenceYT
    I so wish compatibility mode was defined in the pwad's filename as a true standard for limit removing map packs to make it glaringly obvious which one is recommended. So like the filename to always be "NAME_doom2.wad", "NAME_boom.wad", "NAME_mbf.wad" etc. Also I wish the game set the right compat mode for me, taking it from the filename as I explained above. Conflictions shouldn't apply as I don't think anyone every loads two map packs at once, especially ones using different compat modes. My main point being, why this gotta be so complicated!!!
  • @rolandkatsuragi
    Finally a worthy competitor to the Street Fighter II sub-series for all the inane and version specific differences between updates.
  • @dunndunn3850
    The broken stairs in MAP30 puzzled me for a long time. Glad to learn about all this! It'll greatly help for future maps, and paying more attention to exploits.
  • @sanketower
    Decino was sick of playing broken viewers' submissions, so he decided to do a comprehensive compatibility levels video. Moral of the story, don't just test it on GZDoom and call it a day. Nice video, I may switch to PrBoom+ some day, depending of if my Scythe 2 playthrough ends up being a power point on GZDoom.
  • @koolandblue
    Everytime one of these analysis videos comes out, I’m always amazed at how intricately programmed Doom was and how dedicated the commnuity is to improving the game and keeping it alive.
  • @Dinjoralo.
    I do appreciate mentioning using GZDoom like a normal human being. Genuinely.
  • @TheMrrandomxbox
    This will never be relevant to me as a casual Doom player, but I love watching your videos on oddities of Doom’s code and how small changes can have massive effects. Good stuff!
  • @clownpiece5992
    You should make a video about all the various Doom engine bugs and limitations, such as tooti-frooti and visplane overflow.
  • @T-West
    So great to see this explained! I've never been a fan of demons falling off of ledges in complevel 9. But then again everything that's different from the version 1.666 I played from floppy disks in the 90's still feels off to me.