Talk:Engine bug

A good source for all of these would be Lee Killough's Doom pages hosted on rome.ro. Bloodshedder 00:09, 11 Feb 2005 (GMT)

Bugs not in this list
I think the following two things are not yet listed in this article, but I don't quite understand what they're referring to, so I can't tell. Look at "Fast and respawn options not reloaded from savegames correctly" and "DR doors corrupt other actions".

Also, I keep hearing rumors that there are bugs in the vanilla stair-building algorithm (e.g. people "optimize" the algorithm while writing source ports and then TNT 30 demos don't work because of that weird circular staircase), and even incompatibilities across vanilla versions, but I can't find any technical details about it. Can anyone confirm this? Ryan W 00:35, 21 Jun 2005 (UTC)

Does anyone know why floor textures near doors sometimes appear to slide back and forth as the door opens and closes? [[Media:E1m4slid.lmp|Here is a demo of it]] (file info; the effect is much more obvious in PrBoom 640x400 than in Doom95 or vanilla).


 * Rounding errors in the BSP builder and the rendering engine. While the effect doesn't entirely disappear, it does become a lot less noticable on that level if you rebuild the BSP nodes. Fraggle 21:57, 3 March 2006 (UTC)


 * I tried this with DeePsea (i.e. Zennode), but it didn't seem to change anything.   Ryan W 16:33, 9 March 2006 (UTC)

One more big one: the general roundoff error when the engine tries to compute the location of an object. For example, monsters stuck in walls after being resurrected by an arch-vile, or here where Phipps says, "But if the DM starts are considered too close to the walls, how can the players move when they are first spawned?" Ryan W 01:43, 31 May 2006 (UTC)

Bug.Wad
I found a I made long time ago to show several bugs. I can't remember how were they produced, all I have is a list of the bugs I found.

It could be interesting to include in this section an explanation for these bugs if they are new.

- The left door doesn't allow you to pass to the next room (now I don't know if that was an error of the engine, or a mistake on the editor).

- In the last room, the texture on the walls has a weird scroll.

- The door that can only be opened with a shoot causes some weird bugs:
 * By shooting it two times, one wall at next room will lose its texture.
 * Shooting many times from inside lowers the ceil of both the room and the door.
 * Shooting the door from outside causes the corridor to become impassable. Another shoot could be needed.
 * Shooting the door after the corridor is impassable closes the door.
 * Opening the door after that makes the corridor passable again.

What do you think? CarlosHoyos 15:38, 28 Jun 2005 (UTC)


 * AFAICT all of the anomalies in this map result from mismatched tags and missing textures/sidedefs, not bugs.  Ryan W 02:31, 28 Sep 2005 (UTC)

vague definition of bug? categorizing the bugs might help....
Per Talk:Dead player's line of sight tracks his killer, Talk:Rocket passes through the player who fired it and Talk:Commander Keen missing with -nomonsters it seems there are currently a variety of opinions on exactly what is considered a bug in the doom engine, versus what should be considered a a feature or simple map design error. Perhaps the page should be broken into subsections sort of like this:

Verified engine bugs
These have been verified by id software as bugs.

Undisputed engine bugs
These bugs are obviously bugs (confirmed in the source code) but not yet verified by id software.
 * Ouch face
 * Chaingun fires twice with only one bullet in it
 * Fast doors make two closing sounds
 * Ghost monsters
 * Sound effects behave differently on level 8
 * Sky never changes in Doom II

Advantageous bugs
These are obviously bugs, but possibly became regarded as features later.
 * Gamma correction resets palette
 * Straferunning
 * Wallrunning

Engine limitation bugs
Certain engine limitations are often considered bugs
 * Blast damage has unlimited vertical range
 * Hall of Mirrors effect
 * Map size limit (fatal)
 * Monster targets not preserved in saved games
 * Moving platforms limit (fatal)
 * Some game options not preserved in saved games
 * Turning resolution is lowered when recording demos
 * Visplane overflow (fatal)
 * Visible sprites limit

Incorrectly titled bugs
These bugs should probably be renamed to reflect the correct aspect of the bug.
 * Lost Soul limit -> Pain Elemental helpess with more than 20 lost souls

Bugs fixed before 1.9 releases
These should no longer be considered bugs as they were fixed at some point
 * Projectiles triggering linedefs
 * Loading a saved game under an open door causes crash

Disputed bug
These bugs have a high probability of being actual features or simply mapping errors. They should eventually be moved or removed once consensus is reached.
 * Commander Keen missing with -nomonsters
 * Dead player's line of sight tracks his killer
 * Invulnerability colormap bug

These are just some rough suggestions for division of the bugs (and I only included a few examples, not all of the bugs). Thoughts? --Splarka (talk) 22:47, 19 September 2006 (UTC)