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What's the most annoying Doom bug?


What's the most annoying Doom bug?  

137 members have voted

  1. 1. What's the most annoying Doom bug?

    • Blockmap collision detection bug
      57
    • Archvile flame spawns in wrong location
      4
    • Ghost monsters
      7
    • All-ghosts effect
      7
    • Turning resolution lowered while recording demos
      5
    • Slime trails
      6
    • Visplane overflow, save buffer overflow, and other vanilla limits
      23
    • Mancubus fireball clipping
      15
    • Other (comment below)
      13


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Maybe the monsters can sniff the increase in feromones of masculinity in the surrounding air, expressed by Doomguy's manly sweat glands with the mere act of punching the air.

Edited by Maes

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2 hours ago, holaareola said:

For the cases where it's stepping over two solid lines individually (i.e. it isn't just that the 'wall' is so thin it passes both at once), would one or more impassable lines in the void help with this, I wonder?  Not that I've seen this bug very many times.

Or just having a thicker wall by using a 0 height border sector. For the Mancubus fireball at least you wouldn't need much, the movement step is only out by 2 units.

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I wonder if this blockmap issue is the reason that id replaced Demons' hitscan bite with the simpler range check. I guess you could be posted on an exact location and demons would fail to hit you!

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^ That also happens with the archvile blast damage, which is possible to negate if you are positioned just right against a wall, so (un)concern for the player's well-being was not a factor.

 

For Pinkies, I think the rationale was to eliminate infighting between themselves and other monsters in order for them to be actually effective against the player. As a matter of game logic, Pinkies currently cannot start infighting themselves, as melee attacks are impossible to misdirect. But the earlier range-based ones were not, and coupled with the delayed pinky attack, it led to one-too-many misunderstandings ;-)

Edited by Maes

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I was going for the blockmap, but then I thought I can live with it, while I noticed the visplane which would absolutely kill your game back in the DOS days. Or, wouldn't happen in most maps anyway, but the most annoying is when I first started designing a map in DEU calling it real.wad because I wanted it to be the most realistic thing ever, with many many shadows, sector doomcute for breakage, etc.. to get for the first time in my life the error on the first room already.

 

EDIT: Why wasn't the leaky radsuit in the list? Oh wait.. that's actually not a bug. I would dare to vote on this over blockmap/visplanes or anything else if so.

Edited by Optimus

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I play in advanced source ports now, so limits haven't been a problem for me recently. Blockmap is pretty bad, though one can work around it. All-ghosts is a high candidate for being game breaking, but I haven't encountered it often enough for it to be annoying. It's just novel when it happens.

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1 minute ago, Adun said:

I play in advanced source ports now, so limits haven't been a problem for me recently. Blockmap is pretty bad, though one can work around it. All-ghosts is a high candidate for being game breaking, but I haven't encountered it often enough for it to be annoying. It's just novel when it happens.

Yeah, I've only encountered it once (and I'm not sure then). But it can happen suddenly, and when it does you're pretty much forced to load a save or restart, so I can see why a few people would vote for it.

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Elastic collision by far. An elastic collision almost ended a 6+ hour run for me:

 

Edited by Arbys550

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Just now, Arbys550 said:

Elastic collision by far. An elastic collision almost ended a 6+ hour run for me:

I kinda wish I put that on the poll now, because a lot of people have mentioned it. The reason I didn't put it on there was because I saw it as an engine quirk and not really a bug.

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For me, it's tutti-frutti. It's mostly present in limit-removing WADs, which most ports fix so it mostly goes unnoticed. But, if you're like me and play limit-removing WADs using limit-raising EXE hacks like Doom-plus or Doom32, then you'll know how common it is to find tutti-frutti. ESPECIALLY on Japanese Community Project. The amount of tutti-frutti on stairs alone is enough for me to go insane.

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15 minutes ago, OpenRift said:

For me, it's tutti-frutti. It's mostly present in limit-removing WADs, which most ports fix so it mostly goes unnoticed. But, if you're like me and play limit-removing WADs using limit-raising EXE hacks like Doom-plus or Doom32, then you'll know how common it is to find tutti-frutti. ESPECIALLY on Japanese Community Project. The amount of tutti-frutti on stairs alone is enough for me to go insane.

That's an interesting point. Very few "limit-removing" WADs state just how limit-removing a port needs to be to run it, and JPCP's maps have a lot of detail, so a small amount of limit-raising won't be enough and will lead to issues like that.

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Just now, northivanastan said:

That's an interesting point. Very few "limit-removing" WADs state just how limit-removing a port needs to be to run it, and JPCP's maps have a lot of detail, so a small amount of limit-raising won't be enough and will lead to issues like that.

If I'm being honest, I feel like it really hurts ports like RUDE that are limit-removing but don't fix tutti-frutti, like even SIGIL has that problem (though I managed to fix that one myself).

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2 minutes ago, OpenRift said:

If I'm being honest, I feel like it really hurts ports like RUDE that are limit-removing but don't fix tutti-frutti, like even SIGIL has that problem (though I managed to fix that one myself).

which ports is it present in? i'm worried that the map i'm working on might be covered in technicolor vomit if it's played on something like that

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Just now, roadworx said:

which ports is it present in? i'm worried that the map i'm working on might be covered in technicolor vomit if it's played on something like that

As far as I know tutti-frutti is visible in

  • Vanilla
  • limit-raising EXE hacks
  • Chocolate Doom
  • RUDE
  • Maybe some others idk

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In my transition from using GZDOOM to DSDADoom, the most annoying thing for me to get used to has been elastic collisions. Every time I encounter one I cringe a little, even if it's a relatively meaningless one.

Edited by DisgruntledPorcupine

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11 minutes ago, DisgruntledPorcupine said:

In my transition from using GZDOOM to DSDADoom, the most annoying thing for me to get used to has been elastic collisions. Every time I encounter one I cringe a little, even if it's a relatively meaningless one.

i went from gzdoom to woof/crispy, and it took a little, but i eventually got used to it

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2 minutes ago, roadworx said:

i went from gzdoom to woof/crispy, and it took a little, but i eventually got used to it

I went straight to chocolate after mouselooking on the icon of sin the first time. 

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15 hours ago, pcorf said:

 

Different sector lighting levels can greatly attribute to (no more) Visplane (overflows) crashes.

It isn't a crash. It exits quite cleanly with an error message explaining the problem. The blockmap overflow is a proper crash as that isn't handled correctly (venetian blinds).

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4 hours ago, Optimus said:

EDIT: Why wasn't the leaky radsuit in the list? Oh wait.. that's actually not a bug. I would dare to vote on this over blockmap/visplanes or anything else if so.

Glad someone also despises that "feature". I personally added a counter-feature for it in GZDoom out of sheer spite for it ever existing in the first place.

 

Anyway, the blockmap bug is the WORST thing out of all that from a gameplay perspective. The fact that you could potentially whiff even at point blank, in on itself, is an absolute nightmare, especially if landing that hit makes the difference between life and death.

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Viles starting their attack without the fire appearing is one of the few gameplay bugs I would genuinely consider unfair. The others are just weird meta that you get used to and eventually become the source of more fun (yes even blockmap -- getting arachs stuck by running inside them is like a secret extra attack)

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On 4/20/2021 at 12:20 PM, printz said:

I wonder if modern node builders can be adjusted to place the blockmap to minimize the effects of the blockmap hitscan bug. Common troublesome locations are if the line is in the middle of corridors. You can easily see the blockmap in the automap by pressing G.

 

ZokumBSP can do this, but you have to set the offsets manually. The best bug-fixing offset is extremely subjective and not really something an algorithm can compute for you. If you fix one location, others might show up.

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2 hours ago, ax34 said:

Monsters are infinitely tall. Yes, i consider it a bug.

Monsters are not infinitely tall, all monsters (well, all things) have a defined height that is actively used. Try seeing what happens if you fire some projectile weapons against flying enemies.

Edited by Edward850

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1 hour ago, Edward850 said:

Monsters are not infinitely tall, all monsters (well, all things) have a defined height that is actively used. Try seeing what happens if you fire some projectile weapons against flying enemies.

I know they are "not always" infinitely tall. The only thing that annoys me is that you can't walk/jump over monsters.

Edited by ax34

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When exactly do ellastic collisions occur? I know I can get them when hitting diagonal walls, do they also happen against orthogonal midtextures and things?

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I encountered the blockmap bug more often so I voted for that, but the mancubus clipping projectiles nearly ruined a few runs for me. Vanilla limits are barely an issue after I decided to play on limit-removing ports (except for Hexen, in which case I still use chocolate as it's the most complete demo compatible port). Speaking of Hexen, there's this bug in one of the chapels (Griffin I think?) in Hub 3 where there's this room with moving, crushing walls and they always cause visual glitches (looks like HoM, I think?) and the physics often bug out, that room is my most annoying bug IMO.

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  • 3 weeks later...
3 hours ago, gingleheimer said:

blockmap for sure, especially on -fast

 

Blockmap doesn't have anything to do with -fast. The blockmap controls which things are detected where, and -fast as it controls the speed of objects affects the overall distance some projectiles travel per frame thus sometimes skipping walls that exist between these steps (movement only checks the destination position, not every position in between).

Edited by Edward850

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