OpenRift Posted August 13 (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 September 3 by OpenRift : Added bug reporting instructions 7 Share this post Link to post
VentoliN13 Posted August 13 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. 0 Share this post Link to post
Trov Posted August 13 (edited) Some 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. This is not a comprehensive list; I will not be adding further posts in this thread to it. 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. People have many things to say about the mod browser but this one is by far the most incorrect behavior. 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 The texture tiles you see when you reduce the screen size, or a HUD STBAR is not widescreen, do not use the appropriate border graphics along their edges. "Waiting to respawn" appears for 1 frame in single player when you die and reload Automap The automap turns completely black when zooming out a bit in complex levels such as Valiant MAP31 (regardless of how many lines have actually been 'seen' yet) If "Resolution Scale" is changed while the map is open the map can get stuck with a very low maximum zoomout until the game is restarted Additionally the zoom is not consistent and shifts around the screen while changing resolution scale, it should be calculated relative to the whole screen size and not based on fixed pixels Using the mouse wheel to zoom in/out the map is unusably slow and needs to zoom in bigger step sizes. The logic for zooming the map is written expecting the button to be held to zoom, which is not compatible with mousewheels because they 'click' only for an instant. This does not jive with mousewheel being bound to map zoom by default. Also, the zoom in/out scroll directions are reversed vs other program conventions. Input Holding "Left Strafe" and "Right Strafe" at once do not cancel each other out as Vanilla did, instead, "Right Strafe" is always being prioritized Ditto for Move Forward and Move Backward; Move Back is always being prioritized Pressing 'Esc' to open the main menu does not trigger keyboard button prompt icons in the menu (it shows gamepad prompts) - even with no gamepad plugged in! Gyro/Motion Sensors do not work with bluetooth controllers. Apparently this is fixable just by specifying 2 SDL hints without adverse effect on other controllers I'm on the fence about whether the lack of a "Hold to Strafe" bind is a bugworthy oversight (no SR50 possible) or a suggestion. I can say that it is a regression from the Unity port which had it. Sound The FM sound bank selection (DMX vs Original) stops being able to be changed 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) This is very apparent any time a bunch of sectors are lowering at the same time. You tend to only hear every other sliding noise, which isn't how the sound channels behave even in something as primitive as vanilla doom. 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 "Pitch Shift Sounds" is enabled. This is more of a content issue than an engine issue, but the "Original" music recordings are poorly volume balanced vs the GUS MIDI synth and sound much quieter. This could potentially be fixed without having to redo all of the audio files by supporting a 'replaygain' tag, or just making the GUS music quieter overall. Ingame Graphics Textures which have a Y Offset specified have odd wrapping behavior, causing parts of the texture to overlap itself. Most other ports deal with this by ignoring the Y offset in these problem textures. 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 E1 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. I think most boom complaint ports just always crop them to texture size at any complevel 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 Nightdive Doom left, Boom right If 'scale factor' is set to "Original", "2x" "3x", etc. then the player weapon sprites are not totally aligned with the virtual 320x200 pixel grid and have a shimmering seam as it moves around (640x400 pixel grid for 2x, and so on). 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; at 0% it doesn't lower at all "OUCH" face logic has been altered but is still buggy. The player always OUCH faces any time they take damage when they have over 100 health. OUCH face is not triggered by taking greater than 20 damage in a tic. The player makes a grin face if they heal greater than 20 health on the same tic they take damage. Compatibility/Monster/Map Behavior In Boom, -complevel 9, and MBF (non-21) executable modes, 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 via damage knockback; this is not what is happening here as the monster is walking off of the ledge and not being pushed off. Test Wad: walk_off_ledge_test_map01.7z In Boom 202 and MBF DOS, you can shoot the hell knight with the pistol all you want and he doesn't walk off the crate. In Nightdive Doom, the hellknight will walk off the crate (towards the player) after just a couple pistol shots. It was previously reported that this happens in vanilla wads such as BTSX E1, however this is because ND Doom decides that BTSX E1 is a Boom wad for some reason and not loading it as limitremoving. When confirming via looking at the console that a WAD is loading as limitremoving, then the walk-off-ledges behavior does not occur. Several vanilla/limitremoving demos are desyncing. An example is Bloodstain's DEMO1 (available in the mod browser) Several Boom silent line teleport specials behave incorrectly, demonstration in this video. Most are due to incorrect 'single use' behavior (both linked lines are disabled after one is used rather than only the line that is used). One of them does not work at all. 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. That behavior should only be applicable to Vanilla/Limitremoving. 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 0" 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 Legacy of Rust video. If you noclip in that direction there is indeed a voodoo conveyor. EDIT: I've seen one player claim that this is caused by loading a save. The game crashes in a very extreme map (Antaresian Reliquary MAP31, 40k+ monsters) when leaving the starting pit area. I dont expect this map to run well but maybe it will help you find some rendering limit you were not aware of UMAPINFO & DMAPINFO & other level metadata stuff The DMAPINFO parser does not parse the 'label' parameter of map definitions (e.g. "MAP01" or "Level 1"), leaving all prepended mapname labels blank for 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 This kind doesn't work: Text 17 17 level 1: entrywaylevel 1: newlevel This kind does work: [STRINGS] HUSTR_1 = Level 1: New Level DEHACKED BEX level name string replacements don't work in pwads for Plutonia and probably TNT. Note that they have unique level name string mnmonics (e.g. Plutonia uses PHUSTR_1 and TNT uses THUSTR_1 while Doom 2 uses HUSTR_1) and story text mnemonics. "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. Without UMAPINFO, the episode name is never redefined in 90% of third party WADs, which means save games for them are listed as "Hell On Earth" and are hard to differenciate from Doom 2 saves. Consider using the WAD's title in this case. 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. BTSX E2: M_DOOM says "Back to Saturn X" on it despite all the other Guided By Voices song names being sanitized from the WADs. The Unity version did not display M_DOOMs from wads so it never came up there. The Nightdive port does, so it is no longer sanitized of Guided By Voices stuff. I don't think any players would care but your lawyers might. Every single Featured Mod is missing MAP01, Level 1, E1M1, etc. labels in level select and the automap due to the DMAPINFO parsing bug described above. I know DMAPINFO is pretty much oboslete due to UMAPINFO support but it should at least work as well as it did in Unity for the featured mods. BTSX E1 and Deathless: Loads with "Boom" compatibility instead of "Limitremoving" No End In Sight and Syringe: Loads with "complevel 9" compatibility instead of "Limitremoving" SIGIL II: Loads with "MBF" compatibility instead of "Limitremoving" Edited August 19 by Trov : Updated details about "monsters walking off ledges" issue 25 Share this post Link to post
VentoliN13 Posted August 13 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 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 Nightdive Doom left, Boom right 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? 😓 0 Share this post Link to post
Trov Posted August 13 I think it's listed as my second bullet point. Please do not quote my entire textbook of a post.... 3 Share this post Link to post
VentoliN13 Posted August 13 I apologize, I did the wrong thing. I'll go read and see if I understand. 0 Share this post Link to post
OpenRift Posted August 13 (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. 3 Share this post Link to post
VentoliN13 Posted August 13 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! 🙂 0 Share this post Link to post
HarperMeows Posted August 13 (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. 4 Share this post Link to post
S3M_XM Posted August 13 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. 3 Share this post Link to post
AmethystViper Posted August 13 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. 4 Share this post Link to post
bofu Posted August 13 (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. 7 Share this post Link to post
Trov Posted August 13 (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 August 13 by Trov 0 Share this post Link to post
bofu Posted August 13 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. 0 Share this post Link to post
Trov Posted August 13 (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 August 13 by Trov 2 Share this post Link to post
NightFright Posted August 13 Mentioned in the other thread: Music tracks restart upon (quick)loading. Not necessarily a bug, but an annoyance. 11 Share this post Link to post
Kippykip Posted August 13 Not sure if a bug or oversight, seems you cannot bind controls to "Turn left" or "Turn right" anymore. 2 Share this post Link to post
elf-alchemist Posted August 13 (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 August 13 by elf-alchemist 1 Share this post Link to post
Amaruq Wulfe Posted August 13 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. 1 Share this post Link to post
bobbie424242 Posted August 13 (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 August 19 by bobbie424242 5 Share this post Link to post
Wadmodder Shalton Posted August 13 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 2 Share this post Link to post
zigg1zagg1 Posted August 13 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 11 Share this post Link to post
Fuser Marucs Posted August 13 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.. 3 Share this post Link to post
Wavy Posted August 13 (edited) The level time on the Steam Deck (and presumably other 16:10 resolutions) is cut off. See the bottom right 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 5 Share this post Link to post
hexagonopus Posted August 13 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. 3 Share this post Link to post
Kityn Posted August 13 Stuck crusher in E2M6: Spoiler An old bug, apparently: 3 Share this post Link to post
THEBaratusII Posted August 13 The intermission offset seems off when playing Widescreen turned off and playing at a Widescreen resolution. (1920x1080) 4 Share this post Link to post
Lollie Posted August 13 (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) Edited August 18 by Lollie 5 Share this post Link to post
nickxcom Posted August 13 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 :) 0 Share this post Link to post