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OpenRift

Doom + Doom II (2024 Kex Remaster) Bug Report Thread

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Posted (edited)

I'm loving the remaster so far (especially the multiplayer), and I really want it to be the best port that it can be post-launch, so I'm making a thread here for everyone to report any bugs they might find. To be clear, THIS IS NOT A FEATURE REQUEST THREAD. Since this isn't an open-source project, there's no github issues page to submit any bug reports, so this thread is intended to serve as a centralized place to report bugs for this remaster.

 

! PLEASE READ !

As per @GooberMan's request, it is highly encouraged that you include the following with your bug report if possible:

  • The mapset you saw it on

  • The map name

  • Screenshot of the automap or a map editor showing the area -or- the small demo maps some of the more technically minded among you have been uploading

 

That said, I'd really appreciate if this thread be kept on-topic as much as possible so that it may be used by the devs at Nightdive and id to look further into existing issues.

 

When reporting a bug, please provide as much information as you can as to help with figuring out the source of the problem.

Edited by OpenRift : Added bug reporting instructions

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Immediately after playing a mod and sometimes before even launching a mod of my choosing. I may also need to mention that I may or may not have over 80 to 90 something mods current installed. Surely that wouldn't be the issue right and is this hopefully an easy fix?

 

This is my current issue going on. I'm sending a screen shot and now I can't even exit this screen and to get it working correctly again I have to delete and re-install the game again for the mod section to run properly again. 

19149c3b3fb58-screenshotUrl.png

Resized_1914378349a40-screenshotUrl_1723413843376.png

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20 minutes ago, Trov said:

Many of these were already acknowledged by the devs on Discord but I am listing them anyway so that others see they need not be reported:

 

UI

  • Backing out of a WAD in "Browse Mods" takes you all the way back to page 1, even if it was on page 35 out of 40
  • If the user has too many WADs downloaded (apparently in the ballpark of 70+), the "Play" menu stops functioning and will not let the user launch any WADs
  • If "Resolution Scale" is anything other than "Maximum" and the selected game resolution is 16:10 or 4:3, then HUD & UI elements such as pickup message, automap title, automap counters, intermission text are drawn off screen.
  • In 16:10 game resolutions (and "Resolution Scale" is at "Maximum), the current level time in the automap is drawn halfway off the screen
  • Long level names go off the screen in the intermission screen. Consider splitting into multiple lines or shrinking the font in such cases.
  • The "Vsync" toggle seems to be functioning backwards in Vulkan
  • The "Modern Typeface" accessibility option makes story text screens actually much harder to read than the original sprite font
    • 2280_368.jpg.ec9e80c54610e72123fe570b6edc8bdd.jpg

Sound

  • The FM sound bank selection (DMX vs Original) stops having any effect once you start a new game. Once a new game is started it sounds the same even when swapping back and forth. If you swap it in the main menu before you start New Game then the sound bank changes correctly.
  • Sounds tend to get cut off or interrupted easier than Vanilla Doom. I believe what may actually be happening is the sound's position is getting mixed up with another sound and is getting moved somewhere else. (Example: In legacy of rust test map, if I turn on the klaxon and then start flipping a nearby switch. sometimes the klaxon sound appears right next to me at the nearby switch rather than the klaxon sound's normal position)
  • Sound Random Pitch is being reset for any sound with a position 1 frame after the sound starts, effectively disabling random sound pitch for all sounds other than the main menu, player grunts, and player weapons, even when "Enable Sound Pitching" is enabled.

Ingame Graphics

  • Textures which have a Y Offset specified have odd wrapping behavior, causing parts of the patch to overlap itself. Most other ports deal with this by ignoring the Y offset in these problem patches. ND Doom is correctly ignoring the Y offset but is still drawing the bottom few pixels of the offset texture over it. This is causing the Doom E1 sky to have its seam visible in many windows where they were not in the original game.
    • Examples are the sky in Doom E1M1 and the wooden door in Doom E3M1
  • In 'Boom' comp level and up, midtextures which have patches taller than the texture should be drawn cropped to the texture size. Instead the full patch is drawn, which is expected behavior only in Vanilla Doom.
  • There is special behavior for 2 sided midtextures where they are drawn inside the floor (e.g. they are not clipped by the floor or ceiling) if the sectors on the front and back have the same floor height, ceiling height, and brightness. However. that third check is incorrectly being applied when the brightness is set by another Boom special which transfers a floor brightness to a sector. In Boom and compliant ports, the special midtexture case still treats this as different brightnesses and clips the midtexture, while ND Doom treats them as the same brightness and does not clip the midtexture.  This causes an incorrect looking chair in the wad Overboard
    • midtex_bleeding_floor.JPG.dc853dd40232a6e9038bf2de6a38c8eb.JPGNightdive Doom left, Boom rightchair_good_croppedmidtex.png.5eaeb352f15a8c35d743623290b2754f.png
  • If 'scale factor' is set to "Original", "2x" "3x", etc. then the player weapon sprites are not totally aligned with the pixel grid and have a shimmering seam as it moves around. This is NOT due to being scaled to the final window resolution as it happens the same at all game resolutions.
  • As the "View Bob %" is reduced, player sprites do not lower all the way offscreen when the player dies or switches weapons.

Compatibility/Physics

  • In Vanilla/Limit removing complevel, monsters in some cases are walking right off of tall ledges and appearing on the floor below them. An example is DEMO1 from BTSX E1 about 24 seconds in.
    • It has been stated that this is a 'Boom'ism but that is not the case; Boom's controversial 'feature' is that monsters can get shot off of ledges; this is not what is happening here as the monster is walking off on its own volition with no damage
  • In some cases, vanilla demos are desyncing. An example is DEMO1 from BTSX E1 (a Vanilla Featured Mod) about 24 seconds in. This is potentially due to the above "monsters walk off ledges" report. Another demo that desyncs is BStain.wad DEMO1.
  • Several Boom silent line teleport specials behave incorrectly, demonstration in this video
  • In Boom, if a monster is placed in a 0-height sector which later has its floor lowered, the floor lowers fine. In ND Doom, the monster blocks the floor from lowering and the sector gets stuck. Demonstration in this video
  • Lost Soul Limit appears to be enforced in all comp levels; it should be disabled by default in Boom & up, or at least should allow being disabled with the comp_pain GAMECONF option
  • Under some unknown condition, sometimes entire teleport traps of enemies decide to pursue the player voodoo doll instead of the real player after teleporting, Demonstration in this video. If you noclip in that direction there is indeed a voodoo conveyor.

UMAPINFO & DMAPINFO & other level definition stuff

  • "interbackdrop" UMAPINFO field does not allow using fullscreen graphics (e.g. TITLEPIC) and draws a black screen instead. All other ports allow this type of graphic and not just flats. Examples: Valiant and Ancient Aliens episode endings.
  • The DMAPINFO parser does not parse the 'label' parameter of map definitions, leaving all prepended mapname labels blank for most or all of the Featured Mods, which are still using DMAPINFO from the Unity version
  • The DEHACKED parser is not accepting vanilla (non-BEX) style DEHACKED string replacements to define level names, it only works with BEX style string replacements, but it works with non-BEX story texts and pickup message strings

Featured Mods issues which were not present in the Unity version

  • Doom Zero uses incorrect sky textures, possibly because its DMAPINFO definitions are referencing patches instead of textures
  • Earthless: Prelude has no music on most maps, this is because its DMAPINFO references Doom 1 MIDIs which are not present in its WAD.

What about my issue? Is it only unique to me or something? 😓

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I think it's listed as my second bullet point.

Please do not quote my entire textbook of a post....

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Posted (edited)

[Inaccurate behavior] Can Switch from Chainsaw to Fist without berserk in vanilla IWADs

I did IDKFA in Doom 1 and alternated between the chainsaw and fist without having a berserk pack. This is not vanilla behavior, this is behavior akin to Boom compatibility or higher. 

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6 minutes ago, Trov said:

I think it's listed as my second bullet point.

Please do not quote my entire textbook of a post....

So I'm not the only one who reported that bug to do with the mod section not working properly? Thank you for putting that on here either way dude! 🙂

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Posted (edited)

Aiming sensitivity is affected by the frame rate. Higher frame rates will make turning slower. Playing at frame rates above 60fps, such as 120fps or 165fps, will have significantly slower turning than playing at 60fps.

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I was talking about this problem I've encountered from a couple of days ago earlier.

 

When entering the next map with the "pistol start all levels" setting (from difficulty modifiers) that I picked up a backpack earlier, picking up the backpack doesn't double the ammo capacity, but if I die and respawn, picking up the backpack doubles ammo capacity as it normally does.

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I'm noticing every so often the all of the game's sprites just blinks out of existence for a split-second and returns. There is also something off about the sprites where sometimes while Doomguy is bobbing as he moves, you can see about a pixel or two of cut-off graphics similarly what happened to the KEX Engine remaster of Doom 64 at launch for PC and sadly still an issue for consoles.

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Posted (edited)
  • Advanced source ports (since the Boom days) eliminate the need for a thing that shoots Icon of Sin boss cubes to call A_BrainAwake before firing, but this port does not. If a custom enemy uses the A_BrainSpit function and has not called the A_BrainAwake codepointer, nothing will happen. This also introduces IoS save game errors, I believe - that was why source ports removed the requirement for A_BrainAwake in the first place.
  • (Softlock) UMAPINFO bossactions using Deh_Actor_169 (SPECIFICALLY this actor) appear to fail under all circumstances.
  • MBF21 flag "FULLVOLSOUNDS" appears to have no effect.
  • (Crash) A line break is required at the end of the DEHACKED lump if there is a [SOUNDS] section with sounds defined, or else the port will crash when anything would play the last sound defined.
  • (Crash) A_SkullAttack crashes the game if the thing calling it doesn't have an attack sound.
  • It looks like UMAPINFO "interbackdrop" doesn't work with non-flats. A black screen is displayed when displaying intermission text instead.
  • (Crash) A crash seems to occur when exiting a map using a MAP33 secret map slot if UMAPINFO does not define a "exitpic" for the map.
  • Archviles often get stuck in things that they're resurrecting, even when the complevel should fix that.
  • Icon of Sin boss spawns always telefrag in DSDA and Woof in MBF21 (and other complevels, I'm sure), even when the map isn't MAP30. In this port, they get stuck inside one another unless telefragging is enabled.
  • In DSDA and Woof in MBF21, in MAP30 slots, when telefragging is disabled, monsters will fail to teleport when crossing a teleport line whose destination is blocked. This doesn't happen in this port - they still teleport, but they get stuck.
  • Not only does my frame rate drop when I use the flamethrower for prolonged periods of time (several seconds), but I even get drastic slowdown over time even after closing and reopening the port.

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Posted (edited)
1 hour ago, bofu said:
  • Archviles often get stuck in things that they're resurrecting, even when the complevel should fix that. 

I've read this is a side effect in MBF when comp_vile is enabled to allow archviles resurrecting ghosts. Unfortunately and ludicrously they opted not to fix that because it would break demos.

So it may be that comp_vile is permanently on here.

 

edit: 'they' meaning the earlier mbf/mbf21 port developers who discovered that comp_vile 1 does this, not ND

Edited by Trov

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2 minutes ago, Trov said:

I've read this is a side effect in MBF21 when comp_vile is enabled to allow archviles resurrecting ghosts. Unfortunately and ludicrously they opted not to fix that because it would break demos.

So it may be that comp_vile is permanently on here.

 

I have never seen this happen in MBF21, but I see it happen all the time in this port.

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Posted (edited)

comp_vile is off by default in MBF21, but turning it on in MBF or MBF21 causes the sticky vile behavior.

 

(To be clear I am talking about other ports MBF21, not ND's - I think the ND port may be using MBF's broken comp_vile 1 logic for everything and not just when comp_vile is explicitly enabled in explicitly mbf or mbf21. In my opinion since they aren't going for boom+ demo compatibility they should just properly fix the mbf comp_vile 1 to not introduce the sticky viles bug)

Edited by Trov

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Mentioned in the other thread:
Music tracks restart upon (quick)loading. Not necessarily a bug, but an annoyance.

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Not sure if a bug or oversight, seems you cannot bind controls to "Turn left" or "Turn right" anymore.

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Posted (edited)

I havent been able to reproduce it, sadly, but when I first replaying through E1M3, after a load, the difficulty settings enabled Respawning Monsters, even though it wasn't on before when I first saved the game then closed it, I just had Fast Monsters, Multiplayer Spawns and Always Pistol Start

Edited by elf-alchemist

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I'm not sure if this is a bug exclusive to the new episodes, but it seems that monsters resurrected by an arch-vile seems to have a good chance to get stuck. Arch-vile can also get itself stuck if it resurrects a monster while standing right over it. I've never seen this bug before, not in the vanilla game, not in Crispy Doom. While it does do that sometimes, here it seems like it has a significantly higher chance of doing so.

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Posted (edited)
  • changing "Graphics API" requires to restart the game to take effect. Might be OK if the game informed you of that, but it does not
  • issuing the sizedown command crashes the game if you call it repeatedly, when the the rendering window is the smallest
  • the sizeup command does not work at all
  • changing the value of cl_engineFPS affects mouse sensivity (cl_msensitivityx)
  • LoR: on E1M1 it is possible to get stuck on top of the table at the beginning of the level, on the balcony
  • SC-55 recorded midi music is at much lower volume (around -10dB) than the remix soundtrack
  • input lag issues
  • D3D11 being significantly slower at rendering than Vulkan and more fluctuation in framerate (not a problem at 60 fps): With uncapped framerate on Doom 2 E1M1: Vulkan: 280-300 fps,  D3D11: 150-240 fps
  • NVIDIA DSR an DLDSR does not work unless you set the Windows desktop resolution at the DSR resolution you want prior to starting the game. Otherwise the game always use the monitor resolution instead of the in game configured DSR resolution (which is higher than the monitor resolution)

 

Edited by bobbie424242

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The Shotgunner being stuck in Underhalls in MAP02 and TNT MAP31 still being broken due to being based on the rarer id Anthology variant rather than TeamTNT's TNT31.WAD

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Couldnt find anywhere to report bugs for this version so hopefully it'll be seen here:

 

-frame limiter has really bad frame pacing, was getting 144fps but it often felt like below 60, cl_enginefps 0 fixed the issue
-randomise pitches setting is broken (vanilla accurate? lol)
-screen size setting doesnt work when playing a demo / main menu
-chat box can be deslected, fix by going pause>open chat> clicking text box with mouse

-gyro option is sometimes missing
-main menu appears half faded when tabbing back in (fullscreen mode)
-intermission screen text appears on top of the wipe effect
-intermission screen cant be skipped with attack button
-cant open pause menu on intermission screen
-item pickup text still on the screen after text intermission (eg end of episode credits, doom 1 bunny scene)
-rising stairs sounds choppy / cuts out (very noticable at the end of e1m3)
-secret found sound is cut of by item pick up sound
-music restarts when loading a save or map with the same music
-no button prompts for quick save/load on keyboard on the pause menu
-auto buttom prompts sometimes show gamepad icons when using a mouse before any keys are pressed
-doomguy face is still animated when the game is paused
-weapon sprite does not lower on death when view bobbing is disabled
-"press any button to continue" screen does not detect numpad keys
-chainsaw kills achievement seems bugged
-player colour sometimes changes on death in multiplayer
-rubber banding on teleporter exit in multiplayer (in vanilla you would be locked in place briefly, related?)
-in multiplayer some player sprites appear stuck but still have collision and cant be shot, maybe disconnected players?
-sizeup and sizedown commands exist, only sizedown works but it does not change the value in the menu

 

Theres also a few vanilla features missing, although its understandable some were excluded:

missing binds:
-strafe modifier
-look left
-look right
-add map marker
-clear map markers
-toggle map full zoom
a couple others like gamma, messages, detail, but these are unnecessary
a preset for the original keybinds would be nice

 

missing features:
-original deathmatch modes, one where items do not respawn (deathmatch 1.0) and one where items and weapons respawn (deathmatch 2.0)
-way to disable the hud since the highest view size now has a new hud
-low/high detail mode
-cheat menu because the old port had one
-chat macros
-chat message sound from doom 2
-nightmare confirmation dialogue
-quit prompt messages
-option to move forward and back with the mouse

It would also be nice to have some confirmation on if its ok to redistribute the new assets used in this version, the new textures in the unity port were released under a limited license:

https://bethesda.net/en/game/doom-widescreen-mods

having the new id vault textures released in a similar way would be great

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On Switch and PS5, sound fx sometimes don't play: hitting a switch, shotgun blast, berserk punch etc...

best example is in Doom2 The Focus - the opening and closing shutters only 'clunk' once every 8 goes or so...,,

 

great idea for a separate bug thread: hopefully it makes it easier to look through than a 'wish list' as you say..

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Posted (edited)

The level time on the Steam Deck (and presumably other 16:10 resolutions) is cut off. See the bottom right

downloadfile(5).jpg.fd0dccd9c1f60813eb1f6153fee2589c.jpg

 

Also I was able to crash the Switch port by scrolling too fast in the id Vault. I'll post an image of the error message when I can as I don't have my Switch right now

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I guess this is not necessarily a bug as such but it feels very wrong to me that the Automap scales w/ Resolution Scale when no other element of the UI (menus, pickup notifications, the statusbar) does. In my opinion it should not be more pixelated/zoomed in just because the scale is set lower than maximum.

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Stuck crusher in E2M6:

Spoiler

E2M6.png.91536236fb96f3e7ab5a9055c82cc33f.png

 

An old bug, apparently:

 

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The intermission offset seems off when playing Widescreen turned off and playing at a Widescreen resolution. (1920x1080)

U2Lvh8j.png

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Posted (edited)

Everything listed below has been experienced in the Steam release on Windows 11.

  • Multiplayer: Co-op is missing the "melt" transition animation that plays upon finishing a level or starting a new level. I've checked this against multiplayer in Chocolate Doom, where the transition is present.
  • DOOM: Any "ISMUS" cheat in the "0#" range causes a hard crash. This only affects the original DOOM.
  • Sound: "Original" soundtrack has not been set up to loop correctly. Each song plays to completion, and then a short gap follows at the end of the song as the reverb plays out. This affects all games that the "Original" soundtrack is available for, and this issue does not occur for the other available types of music.
    ℹ️UPDATE: Brandon Blume has posted a new version of his SC-55 recordings that solves this issue completely.
  • Sound: "MIDI Synth" is misleadingly named, should probably just be renamed to "Gravis Ultrasound" to reflect what it actually is.
  • Accessibility: Text-To-Speech does not appear to play through the system's current audio output.
    A friend and I were using wireless headphones while playing, which Windows registers as a separate device for audio output. Despite this, TTS played through my laptop's speakers, while my friend reported TTS playing through his monitor's speakers.
  • Accessibility: Text-To-Speech doesn't appear to honor censorship for words, and can simply speak censored words aloud.
  • Input: Default mouse-wheel bindings for "Map Zoom In" and "Map Zoom Out" are reversed, compared to standard convention. They also increment at very small steps, making them a pain to actually use.
  • Input: In local multiplayer, controller bindings and settings affect all players globally, instead of per-player as was apparently intended. [link]
    To see this in motion: During a local multiplayer session, pause the game, and then go to Settings > Input to alter the "Gyro Aiming" sensitivity. Gyro aiming is active even while paused, so you can watch in real time as this setting affects all players with gyro-compatible controllers.
  • Map: It seems that the "grey" color entry can get confused, at least in multiplayer.
    In E1M6, as the second player of an online co-op session, I experienced an instance in the map where everything colored grey was flickering to black every other frame. I had recently picked up an Invisibility power-up, and then found a Automap power-up shortly after. It looked like this in motion: (recreation, couldn't get a screen capture)
    2280_20240813153728_1.gif.27ff76d3dc558b55a6c156b4177f8d60.gif
Edited by Lollie

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Midi playback exhibits some kind of clipping/popping on both my steam deck and my windows laptop. FM not affected. Most noticeable in mods downloaded via the menu in game, unsure if it occurs with manually "side loaded" WADs. Very strange but I am no MIDI expert lol :)

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