DOOM + DOOM II

DOOM + DOOM II

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Pinkies get stuck on other monsters and walls
I've noticed this happening a few times, but it's fairly inconsistent; Pinkies and Spectres will get stuck where they were placed in the map, they'll still attack if I get in melee range, but they'll just walk in place otherwise.

I assume they must have changed the size of the Pinky's hitbox when porting them over by accident or something like that.
Originally posted by PSOCecil:
It's an issue from the original doom.exe in every case I've checked, you can see it happening to Cacodemons at the end of e4m4.

Zdoom fixed it, but the point of this port isn't to recreate Zdoom.
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Showing 1-15 of 15 comments
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PSOCecil Aug 22, 2024 @ 2:25pm 
It's an issue from the original doom.exe in every case I've checked, you can see it happening to Cacodemons at the end of e4m4.

Zdoom fixed it, but the point of this port isn't to recreate Zdoom.
Jackmonster00 Aug 22, 2024 @ 3:10pm 
Originally posted by PSOCecil:
It's an issue from the original doom.exe in every case I've checked, you can see it happening to Cacodemons at the end of e4m4.

Zdoom fixed it, but the point of this port isn't to recreate Zdoom.
Upon further inspection, it seems like you're right about the bug being present in the original version, I hadn't played much of the vanilla DOS version myself. But Zdoom isnt the only port that fixes this?? EVERY port I've played fixes this bug, from Crispy Doom to GZdoom, so why wouldn't they include this common fix?

I get wanting to make the game as close to vanilla as possible but stuff like demons not acting like they're supposed to detracts from the experience immensely for me.
Last edited by Jackmonster00; Aug 22, 2024 @ 3:11pm
Thermal Lance Aug 22, 2024 @ 3:19pm 
Originally posted by Jackmonster00:
Originally posted by PSOCecil:
It's an issue from the original doom.exe in every case I've checked, you can see it happening to Cacodemons at the end of e4m4.

Zdoom fixed it, but the point of this port isn't to recreate Zdoom.
Upon further inspection, it seems like you're right about the bug being present in the original version, I hadn't played much of the vanilla DOS version myself. But Zdoom isnt the only port that fixes this?? EVERY port I've played fixes this bug, from Crispy Doom to GZdoom, so why wouldn't they include this common fix?

I get wanting to make the game as close to vanilla as possible but stuff like demons not acting like they're supposed to detracts from the experience immensely for me.
I doubt Crispy fixed it. But, I'm gonna go take a look anyway.

DSDA-Doom certaintly didn't fix it. That I can tell.

EDIT: Nah, that bug is still present in Crispy Doom.
Last edited by Thermal Lance; Aug 22, 2024 @ 3:23pm
Celes Raev Aug 22, 2024 @ 3:30pm 
That's been a thing with Doom since the first registered release of v1.1 I like to consider it an amusing uniqueness to Doom. Funny story though, the one stuck at the yellow door with the lift can be moved though. I was playing Doom + Doom II with a friend and I was flabbergasted when he got it to ride down on the lift and come after us.
Jackmonster00 Aug 22, 2024 @ 4:05pm 
Originally posted by Thermal Lance:
Originally posted by Jackmonster00:
Upon further inspection, it seems like you're right about the bug being present in the original version, I hadn't played much of the vanilla DOS version myself. But Zdoom isnt the only port that fixes this?? EVERY port I've played fixes this bug, from Crispy Doom to GZdoom, so why wouldn't they include this common fix?

I get wanting to make the game as close to vanilla as possible but stuff like demons not acting like they're supposed to detracts from the experience immensely for me.
I doubt Crispy fixed it. But, I'm gonna go take a look anyway.

DSDA-Doom certaintly didn't fix it. That I can tell.

EDIT: Nah, that bug is still present in Crispy Doom.
Here's footage I took of the bug I'm talking about https://imgur.com/a/kIPtEwH

This bug WAS patched in Crispy Doom, yet remains on DOOM + DOOM II. Why they didn't patch this is beyond me.
Thermal Lance Aug 22, 2024 @ 4:10pm 
Originally posted by Jackmonster00:
Originally posted by Thermal Lance:
I doubt Crispy fixed it. But, I'm gonna go take a look anyway.

DSDA-Doom certaintly didn't fix it. That I can tell.

EDIT: Nah, that bug is still present in Crispy Doom.
Here's footage I took of the bug I'm talking about https://imgur.com/a/kIPtEwH

This bug WAS patched in Crispy Doom, yet remains on DOOM + DOOM II. Why they didn't patch this is beyond me.
Which map # is this one again? I'm not as familiar with the default campaign of Doom 2 that I would like.
Jackmonster00 Aug 22, 2024 @ 4:11pm 
Originally posted by Thermal Lance:
Originally posted by Jackmonster00:
Here's footage I took of the bug I'm talking about https://imgur.com/a/kIPtEwH

This bug WAS patched in Crispy Doom, yet remains on DOOM + DOOM II. Why they didn't patch this is beyond me.
Which map # is this one again? I'm not as familiar with the default campaign of Doom 2 that I would like.
MAP11: Circle of Death.
Thermal Lance Aug 22, 2024 @ 4:15pm 
Originally posted by Jackmonster00:
Originally posted by Thermal Lance:
Which map # is this one again? I'm not as familiar with the default campaign of Doom 2 that I would like.
MAP11: Circle of Death.
I just checked.

Bug is still alive and well in Crispy Doom. Which doesn't surprise me as fixing that kind of bug would break demo compatibility.
Jackmonster00 Aug 22, 2024 @ 4:32pm 
Originally posted by Thermal Lance:
Originally posted by Jackmonster00:
MAP11: Circle of Death.
I just checked.

Bug is still alive and well in Crispy Doom. Which doesn't surprise me as fixing that kind of bug would break demo compatibility.
Huh, that's weird. It wasn't there when I played on Crispy Doom, maybe my compatibility level is different?
Thermal Lance Aug 22, 2024 @ 4:35pm 
Originally posted by Jackmonster00:
Originally posted by Thermal Lance:
I just checked.

Bug is still alive and well in Crispy Doom. Which doesn't surprise me as fixing that kind of bug would break demo compatibility.
Huh, that's weird. It wasn't there when I played on Crispy Doom, maybe my compatibility level is different?
You are probably misremembering or confusing it with another sourceport.
Loki Aug 22, 2024 @ 5:51pm 
Originally posted by Jackmonster00:
Originally posted by Thermal Lance:
I doubt Crispy fixed it. But, I'm gonna go take a look anyway.

DSDA-Doom certaintly didn't fix it. That I can tell.

EDIT: Nah, that bug is still present in Crispy Doom.
Here's footage I took of the bug I'm talking about https://imgur.com/a/kIPtEwH

This bug WAS patched in Crispy Doom, yet remains on DOOM + DOOM II. Why they didn't patch this is beyond me.

Because they're not recreating CrispyDoom, or zDoom. They're porting their original games. Like a lot of modern ports these days, leaving bugs in is a bit of fun for people who played them way back in the 90's. For example, Command and Conquier Remastered deliberately building bugs into the Remaster that were in the originals.
Jackmonster00 Aug 22, 2024 @ 10:41pm 
Originally posted by Thermal Lance:
Originally posted by Jackmonster00:
Huh, that's weird. It wasn't there when I played on Crispy Doom, maybe my compatibility level is different?
You are probably misremembering or confusing it with another sourceport.
The footage in the imgur link I sent was recorded earlier today in the latest version of Crispy Doom.
Jackmonster00 Aug 22, 2024 @ 10:46pm 
Originally posted by Loki:
Originally posted by Jackmonster00:
Here's footage I took of the bug I'm talking about https://imgur.com/a/kIPtEwH

This bug WAS patched in Crispy Doom, yet remains on DOOM + DOOM II. Why they didn't patch this is beyond me.

Because they're not recreating CrispyDoom, or zDoom. They're porting their original games. Like a lot of modern ports these days, leaving bugs in is a bit of fun for people who played them way back in the 90's. For example, Command and Conquier Remastered deliberately building bugs into the Remaster that were in the originals.
My point isn't that I want them to make it like Crispy Doom, I just don't understand why an unintentional bug made 30 years ago that negatively affects gameplay wasn't patched, it wouldn't have been difficult to do and it takes away nothing from the game itself to patch it. It doesn't matter how nostalgic it is, that's just a strange decision on their part.
AWMonopolyMan Aug 23, 2024 @ 12:13am 
Originally posted by Jackmonster00:
Originally posted by Loki:

Because they're not recreating CrispyDoom, or zDoom. They're porting their original games. Like a lot of modern ports these days, leaving bugs in is a bit of fun for people who played them way back in the 90's. For example, Command and Conquier Remastered deliberately building bugs into the Remaster that were in the originals.
My point isn't that I want them to make it like Crispy Doom, I just don't understand why an unintentional bug made 30 years ago that negatively affects gameplay wasn't patched, it wouldn't have been difficult to do and it takes away nothing from the game itself to patch it. It doesn't matter how nostalgic it is, that's just a strange decision on their part.

There’s also “Demo compatibility” as well, basically if these levels changed, even in the slightest, then it would break many years worth of demo replays for PC users.
Thermal Lance Aug 23, 2024 @ 4:17am 
Originally posted by Jackmonster00:
Originally posted by Thermal Lance:
You are probably misremembering or confusing it with another sourceport.
The footage in the imgur link I sent was recorded earlier today in the latest version of Crispy Doom.
Yeah, and the bug is there.

https://www.youtube.com/watch?v=cJRVM-MHJdI
Last edited by Thermal Lance; Aug 23, 2024 @ 4:24am
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Date Posted: Aug 22, 2024 @ 1:30pm
Posts: 15