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Ghost monster bug

Open P41R47 opened this issue 5 years ago • 7 comments

Hi, Brad! how you doing? I was playing Hell To Pay recently, one of those commercial pwads that wraith corporation made at the same time Final Doom was being developed. Well in map14 and map22 of this mapset, the authors deliberately use the Ghost monsters bug of vanilla engine, but, as Doom Retro is now completly MBF, and Boom fixed the ghost monster bug, that map feels broken. Is there a way to reimplement this kind of engine behaviour? Just for further compatibility as its a bug that, back in the old days, was used extensively.

P41R47 avatar Jan 17 '20 17:01 P41R47

Hmm. This is a tricky one. I'm reluctant to have a CVAR that toggles this bug. But, as described here, I might do what ZDoom does, and allow it for the maps mentioned.

bradharding avatar Jan 17 '20 21:01 bradharding

Mmm, seeing that many maps accounted that use the bug, and a hell a lot more that also surely uses it, intentionally or not, i think that MBF approach was the most consistent, and is similar to implementing a CVAR to make it toggleable. I know it CAN break certain things, but, making it a CVAR On by default, gives the option to inexperience players to play as it isn't there, and also let the other players who might want to experience the intentional bugs the authors exploited to it fullest. To tell you the truth, i played Hell To Pay long time ago in gzdoom, and when i first see the monsters traversing the walls, being invulnerable and translucent... well i shit bricks. And i think that the authors of that map14 wanted the player to feel that way. Being chased without escape. Also, now that i think, if i remember right, one of the demos of Hell to Pay shows how to fight the ghost monsters... Well its you call, Brad. I like certain vanilla quirks, and i would love to made, someday when i learn how to map, a mapset specifically for Doom Retro, and give good use to all the free states you added, and also a lot of vanilla bugs like mikoportals and others.

P41R47 avatar Jan 17 '20 21:01 P41R47

Now that i'm here, check this megawad for Doom 1. I don't know why, but when i try to play E1M5, Doom Retro crashes! This is the only crash i experienced since you updated Doom Retro to v3.3 and then to v3.4 megawad.zip Its from a random and very old site with old Doom stuffs, so it might have some mapping problems, maybe?

P41R47 avatar Jan 17 '20 23:01 P41R47

Now that i'm here, check this megawad for Doom 1. I don't know why, but when i try to play E1M5, Doom Retro crashes! This is the only crash i experienced since you updated Doom Retro to v3.3 and then to v3.4 megawad.zip Its from a random and very old site with old Doom stuffs, so it might have some mapping problems, maybe?

I'll check it out now. Thanks!

(As for the topic of this issue, maybe I will implement comp_vile as a CVAR. It would be easier, and also allow me to toggle it in vanilla mode. And then I'd implement other compatibility flags from PrBoom+ if there are maps shown to benefit from them.)

bradharding avatar Jan 17 '20 23:01 bradharding

I found another one that crash, Brad! Here it is:

GRENIAN.zip

But this one crash at startup and shows the following screen. DRCrash

P41R47 avatar Jan 18 '20 14:01 P41R47

Thanks @P41R47. The problem with this WAD is that it's header indicates it's an IWAD, when it should be a PWAD (I think the author did this so you can't edit it in Slade, etc.). I'll remove this check at startup. Note that opening this WAD through the launcher still won't be possible, as the launcher relies on distinguishing between IWADs and PWADs.

Minor housekeeping note: I immensely appreciate all your help Pablo, but if you find any more errors, could you please open them as separate issues? It makes it easier for me to track. 😁

bradharding avatar Jan 18 '20 22:01 bradharding

Oh, sorry, Brad. I thought i would be a little annoying to open different issues. Surely, i will do it the right way next time.

P41R47 avatar Jan 18 '20 22:01 P41R47