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OpenRift

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

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Microsoft Windows 11 Pro

10.0.22631 Build 22631

AMD Ryzen 9 7950X

Plantronics Backbeat Pro 2 Bluetooth Headphones

 

I've gotten the Plutonia MIDI Pack working by adding a GAMECONF lump:
 

Quote

{
  "type": "gameconf",
  "version": "1.0.0",
  "metadata": { },
  "data":
  {
    "title": "Plutonia MIDI Pack",
    "author": "Various",
    "description": "Plutonia soundtrack",
    "version": "1.0",
    "iwad": "plutonia.wad",
    "pwadfiles": null,
    "dehfiles": null,
    "executable": "doom1.9",
"mode": "commercial",
    "options": null
  }
}

 

It works, but if I save the game and load, it kicks me back to the title screen. It then tells me that "You do not have the correct mods installed to load this game"

 

Additionally, I need to disable my Bluetooth headphones' hands-free driver in order for the port to not enable the microphone on my headphones, even though I have a different microphone set as my default mic. I've disabled the mic entirely in the multiplayer options, but it still automatically enables it when the game loads. This has the consequence of causing my headphones to play all sound and music at 11 kHz.

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8 hours ago, elf-alchemist said:

Generally less noticeable on 4:3 ratio, and some ports may just turn it off by on their settings, but yes, the warping is indeed vanilla renderer behavior.

 

Got it. Thanks for the info, folks. 

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Posted (edited)

When ND Doom parses DEHACKED for level names, it doesn't properly parse the last line in the file. If a map name string replacement is the last line in the DEHACKED file, it is not parsed. The workaround is to make the last line a newline.

 

Example: Eviternity.wad; MAP32 is left titled as 'Grosse' even though the string is replaced with DEHACKED BEX. This is because the MAP32 string replacement is the last line in its DEHACKED file.

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Not sure if this would be considered a bug or a design oversight, but I noticed that WADs with episodes (like Ancient Aliens) use the IDCLEV episode/level format for warping rather than the straight sequential number - making it so you can't warp to certain maps in the episode if it has more than 9 maps (which AA happens to).

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In Legacy of Rust, when there are enemies alerted to your presence, and you save and load outside their line of sight, they will forget you and go back to sleep.

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22 minutes ago, unraveler said:

In Legacy of Rust, when there are enemies alerted to your presence, and you save and load outside their line of sight, they will forget you and go back to sleep.

That's actually vanilla behavior which a lot of source ports have rectified. I dunno if I'd count that as a bug or not.

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2 hours ago, Trov said:

When ND Doom parses DEHACKED for level names, it doesn't properly parse the last line in the file. If a map name string replacement is the last line in the DEHACKED file, it is not parsed. The workaround is to make the last line a newline.

 

Example: Eviternity.wad; MAP32 is left titled as 'Grosse' even though the string is replaced with DEHACKED BEX. This is because the MAP32 string replacement is the last line in its DEHACKED file.

 

Yeah, you have to add a line return at the end of the DEHACKED lump, or else your last line isn’t consumed. It seems to be unique to this port.

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Posted (edited)

Level name definition with DEHACKED BEX string replacement doesn't seem to work for wads that target Plutonia.wad IWAD via GAMECONF. All level names remain the stock Plutonia level names.

 

This is whether they are replacing "PHUSTR_1" or "HUSTR_1" and so forth strings.

 

I'll have to see whether this is also true for story texts (P1TEXT, P2TEXT, ...) and PWADS for TNT.

 

 

Wad Example: Cydonia

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Posted (edited)
On 8/12/2024 at 11:47 PM, Trov said:

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.

Not sure if this was mentioned earlier, but I checked the contents of Doom Zero and Earthless: Prelude and compared them between the Unity version to the KEX Remaster in SLADE, and the contents of DMAPINFO appear identical to each other. Even swapping the KEX WAD for the Unity version didn't fix the broken sky texture in Doom Zero. Trying that with Earthless: Prelude however caused the game to crash completely to desktop, saying that a file is missing in the WAD.

Edited by AmethystViper

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Posted (edited)

Probably Unity Doom tolerated loading a patch as the sky, but the Nightdive one might only tolerate textures and is defaulting to AASHITTY.

 

 

EDIT: New Boom map feature bug. Test map Eviternity MAP32. Sky is not transferring indirectly via a "Create Fake Ceiling & Floor" special.

 

20240813204859_1.jpg.7ecb47a615c28b34507b08a92e768434.jpg

 

The sector with the green bricks sky has Tag 82.

Tag 82 is targeted by a "Create Fake Ceiling & Floor" special.

That special's sector has Tag 0, and elsewhere a "Transfer Sky" special targets Tag 0.

 

In Boom, the sky is also transferred to Tag 82 indirectly via the "Create Fake Ceiling & Floor" special.

In Nightdive Doom this is not happening so Tag 82's sky is not being set.

 

 

EDIT 2: Another UMAPINFO issue.

"enterpic" field is not used. Only "exitpic" works.

 

Also, there is poor handling for maps which have a fullscreen thumbnail-type CWILV graphic, since CWILVs are not drawn. (example: Eviternity, Eviternity 2...)

When they are forced via exitpic instead, then the levelname is drawn over it with the kex font when it is already present in the graphic.

So there needs to be a special case possibly when CWILV is greater than a certain height to draw it and skip printing the levelname text.

Edited by Trov

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7 hours ago, OpenRift said:

That's actually vanilla behavior which a lot of source ports have rectified. I dunno if I'd count that as a bug or not.

Definitely a bug when it breaks the wad that came with the port.

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12 hours ago, Cutman 999 said:

That's a bug that has been for ages

Either I've erased the memory of it ever happening or ZDoom has me spoilt.

 

12 hours ago, Cutman 999 said:

it would never be fixed since it messes with demo compatibility

How so? Could be fixed with a new IWAD version or a PWAD that patches the issue(s).

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Posted (edited)

ND Doom seems to be horizontally truncating 2s midtextures down to the nearest power of two in MBF/Boom maps.

 

If I were to guess, this should be a vanilla-only style of behavior.

 

Examples: Eviternity MAP27, MAP29 (An MBF/Boom WAD)

2280_374.jpg.5496796742faa857471759c2b0d4890c.jpg

 

 

Something is off with numeric model generalized floor movement, in the MAP29 final fight room some invisible pillars raise up with the wall behind them and stay there causing floor bleeding, in other ports they seem to just stay at the floor.

2280_377.jpg.936ea87fae7205d41c0cee5dab928fd3.jpg

 

 

Ice physics are not right. I know Goober said they'll never be exact with Boom/MBF, but they're quite far off in a way that might make platforming impossible in some levels cruel enough to use ice. If the following two behaviors get adjusted then I think most would consider it 'good enough':

  • In ND Doom, player seems to only be able to reach either half or like 66% of their max running speed when on ice. So if you run from solid land onto ice it actually slows you down. That's the opposite of how low friction should work...
    • In MBF/complevel 11 ports, player can reach their usual running speed when on ice, it just takes around twice as long to get there.
  • Monsters barely move at all on ice, in MBF/complevel 11 ports at least the shotgunguys on ice here skate around at quite a pace.
    • In Boom/complevel 9 monsters should just walk around as if there was no ice. Havent tested this in complevel9 in ND Doom yet.

Eviternity MAP11 is a great test case for ice physics. Good luck.

Edited by Trov

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Posted (edited)

@elf-alchemist reported this on discord while trying to load Chex Quest 3 Vanilla. Apparently the port can't load custom fonts because the fonts are part of the wrapper and therefore cannot be changed by a wad, it won't work (screenshots also provided by him).

2280_20240814051758_1.png

2280_20240814060451_1.png

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I am doing some testing of my wads and finding some issues with the new port. Apologies if these issues have already been reported.

 

- Boom linedef 254 (Scroll Wall according to Line Vector) texture scrolling direction is not consistent with other Boom-compatible ports. E.g. Ancient Aliens MAP14 linedefs 1861, 1863, 1867 should scroll vertically but are scrolling horizontally.

image.png.59d6c6e23bb7ef63011658419af1454c.png

 

- Crossing teleport lines (type 97) with tag 50 in Ancient Aliens MAP16 causes the game to crash to desktop. I've attached the crash log to this post.

image.png.7998fe8bd78aff252d8b102587d84b9a.png

- There are some instances of zero-height moving floors being unable to move due to monsters overlapping the moving sector, such as this setup in Ancient Aliens MAP11 - the monsters collision does overlap the lowering 0-height floor sectors, but the sector lowers fully in other Boom-compatible ports:

image.png.05004e8d3130198d2e7edced23ceee04.png

 

- Unline in other software renderers, midtextures can bleed into the floor when using the common workaround of having a different sector light level on each side of the midtextured line, such as this setup in Valiant MAP06:

image.png.87c968cae070e14090a400b45b3de3a1.png

CRASHLOG.zip

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Posted (edited)
54 minutes ago, skillsaw said:

- Unline in other software renderers, midtextures can bleed into the floor when using the common workaround of having a different sector light level on each side of the midtextured line, such as this setup in Valiant MAP06: 

Are you brightness-transferring a matching brightness back onto one of the sides or is the brightness left alone?

I think mouldy had mentioned that other cases of midtexture clipping worked but not one where he transferred a floor brightness to one side to make them match.

The correct boom behavior would be for the engine to still consider it a clip case even if the brightness is the same after being transferred

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Thanks. There is a floor light transfer on one of the sectors - so I could fix this instance with an update to the wad.

 

But as you say the current behavior isn't accurate to existing Boom-compatible ports, and so I'd still consider this a bug that should be fixed on the engine side.

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Posted (edited)
3 hours ago, ethel5691 said:

@elf-alchemist reported this on discord while trying to load Chex Quest 3 Vanilla. Apparently the port can't load custom fonts because the fonts are part of the wrapper and therefore cannot be changed by a wad, it won't work (screenshots also provided by him).

2280_20240814051758_1.png

2280_20240814060451_1.png

I noticed this problem too and sadly this problem has existed since the Unity port when playing its version of REKKR; playing the mod on Unity/KEX's version just uses the same Doom font whereas in other source ports it uses its own unique fonts. It also happens for BTSX Episodes 1 & 2 as well. I even tried Batman Doom by importing the WAD and DEH myself manually and it still happens.

Edited by AmethystViper

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When loading a saved game in UV+ (UV coop monsters/items) difficulty changes to nightmare as in fast respawning monsters and double pickups. That's what I get for savescuming 😆😟

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Posted (edited)
18 minutes ago, AmethystViper said:

I noticed this problem too and sadly this problem has existed since the Unity port when playing its version of REKKR; playing the mod on Unity/KEX's version just uses the same Doom font whereas in other source ports it uses its own unique fonts. It also happens for BTSX Episodes 1 & 2 as well. I even tried Batman Doom by importing the WAD and DEH myself manually and it still happens.

This is no doubt intentional because of needing fancy special characters for other languages that are often not provided as part of the stock Doom charsets.

It would be cool if the WAD could supply fonts as kex format fonts to override it.

But this is the realm of suggestions and not bugs.

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12 hours ago, mcd said:

How so? Could be fixed with a new IWAD version or a PWAD that patches the issue(s).

They literally said they wanted to touch the iwad maps as least as possible, despite the mapping errors like this or e4m3's secrets, just for demo compatibility between all vanilla compatible ports.

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Posted (edited)

Hi, everyone! I don't know if I should really post this bug here because is to Nintendo Switch Version.
If you start the game DOOM 2 and go to achievements the game crashes with the message in the screenshot.

 

Spoiler

DOOM+DOOM2_SWITCH_CRASH.jpg

 

Edited by RubyEyeShabranigdu : Spoiler Tag

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Posted (edited)

As was mentioned on the Chex Quest 3: Vanilla Edition thread .

When installed from the Bethesda.net browser, CQ3V cannot load saved games. For some reason, KEX Doom appears to be forgetting that WADs are already installed?
I've not yet seen this happen with another WAD, but it equally does _not_ happen when using the "-file" launch parameter on local WADs via Steam.
 

Spoiler

2280_20240815032321_1.png.17852e2807805c023f29c77a0f11c899.png

 

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11 hours ago, Cutman 999 said:

They literally said they wanted to touch the iwad maps as least as possible, despite the mapping errors like this or e4m3's secrets, just for demo compatibility between all vanilla compatible ports.

A new version would not break compatibility, it would just be a new version. I don't understand why they would choose not to fix known issues.

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Posted (edited)

Hi.

It seems that action 244 "WR Teleport to Line With Same Tag (silent, same angle)" is not working, you just don't teleport anywhere.

I can't exactly tell if it is a map issue or an engine issue, but it works on other source ports.

WAD: Going Down, MAP 26. 

 

244.png

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Posted (edited)

Many vanilla compatible WADS have patches (as well as RSKY1-3) not inside P_START/P_END lumps, and every port including chocolate doom is totally fine with it, but Nightdive Doom will not parse sky patch replacements not inside P_START/P_END lumps.

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Posted (edited)
On 8/15/2024 at 2:47 AM, elf-alchemist said:

As was mentioned on the Chex Quest 3: Vanilla Edition thread .

When installed from the Bethesda.net browser, CQ3V cannot load saved games. For some reason, KEX Doom appears to be forgetting that WADs are already installed?
I've not yet seen this happen with another WAD, but it equally does _not_ happen when using the "-file" launch parameter on local WADs via Steam.
 

  Reveal hidden contents

2280_20240815032321_1.png.17852e2807805c023f29c77a0f11c899.png

 

I did some testing and this happens with any wad with a GAMECONF that is configured for Doom 1.

Any saves made with a DOOM 1 GAMECONF makes the save have a blank "iwad" field.

 

Without a GAMECONF a doom 1 pwad populates the save's iwad field with "doom.wad".

So, deleting GAMECONF completely actually makes saves work. (though not any saves before you did this probably)

 

This is not really a good solution...

 

EDIT: The same thing happens to Plutonia pwads with a GAMECONF! So this is probably what Ragu ran into at the top of this page.

EDIT 2: This also happens to Doom 2 pwads with a GAMECONF. So presumably it happens to ALL wads that use a GAMECONF when they are loaded via the Mods>Play menu.

Edited by Trov

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Posted (edited)

Saw that I could report problems I noticed from this version of the game on the other thread... So I'll repost it here.

I noticed with the current form of Mod browsing for both in-game and the website.

https://mods.bethesda.net/en/doom_doomii/all

I found a problem to the "unsubscribing" feature when doing it from website... if you unsubscribe it will not take out the Wad even if you quit out and restart the game... but it will flag the mod in the mod page within the game as unsubscribed despite still having the mod installed.... which causes an issue I'll dive into shortly.

The only way to uninstall the mod then, if you don't want it anymore, is to resubscribe... but then the mod download gets stuck in an endless queue since the mod is already present... and then unsubscribing does not work... it will not do anything when pressing it... requires to restart the game, then the mod will flagged as "subscribed" since it's now detecting the already downloaded and still installed mod without doing a new install, then and only then when unsubscribing within the game, that mod will be removed and deleted.

Need to change/fix that. We need to be able to uninstall from the website even if it requires a restart of the game if you're already on... going through the mod pages within the game is a pain enough as it is with no search feature.

Also downloading from the website will only start the download queue after you restart the game if you already were on it when subscribing from the website... or subscribe before you start the game. Not as big of a problem, because at least downloading works at all... but you shouldn't have to restart for the queue'd download to show up in your mods list.

Anyone should be able to replicate this issue as it stands. Tried multiple times and it happened every time with any mod.

Also, noticed a problem with the Mods menu in general. Game is guaranteed to crash when loading any Doom stock game if you rapidly click "Mods" in the menus... you have to wait like 3 seconds otherwise game will always crash... when booting up the game/the whole collection fresh.

EDIT: Noticed another issue... when a mod can't be retrieved or loaded at all to be downloaded in-game, on the website side... you cannot tell the difference if it's a mod that doesn't work at all... you can subscribe and be confused as to why it was never put into a download queue when you turn on/re-started the game... I only noticed it was one of those mods that error out when trying to access it, when I directly had to look for the exact mod + author who uploaded it... it was the only indication that made me find out that the mod wasn't queue'ing for a download from the website... because the mod is inaccessible in-game because it's broken. lol! But you can't tell with the website what's broken and what's not. Was scratching my head for the longest time.

Edited by Kaneco

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Jumping and crouching should be disabled in the Legacy of Rust WAD for GZDoom! (You can crouch under the partially open door in E2M1)

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