PrBoom+'s Compatibility Levels Explained

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2021-09-26に共有

コメント (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
  • A Team TNT engine that breaks a Team TNT classic map. Well, that makes lots of sense.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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!!!
  • "It will only attack you against protects of less than 1000 damage"
  • I do appreciate mentioning using GZDoom like a normal human being. Genuinely.
  • Finally a worthy competitor to the Street Fighter II sub-series for all the inane and version specific differences between updates.
  • @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.
  • This explains all of the deeply weird things I encountered trying to make a door that one time I attempted to make a map.
  • The most intimidating thing about classic Doom is figuring out how to launch it.
  • @markh.876
    "PrBoom+'s Compatibility Levels Explained"? That's the worst misspelling of "Going Down Level 09" I've ever seen in my life! :)
  • @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.
  • 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!
  • 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.