Difference between revisions of "Engine bugs in Strife"

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Revision as of 23:44, 6 February 2012

A Strife engine bug is a limitation or an oddity present in Rogue Entertainment's modification of the Doom engine for Strife: Quest for the Sigil. For errors in map design, even those related to a specific item below, see the article about that map.

Note that playing with a source port may, while removing some or even the majority of the bugs listed below, introduce other bugs which are not listed here (although details may be present in the article about the source port in question).

Key

This table classifies anomalies in a very broad way; see the individual articles for details.

  • Cause — The general category of underlying problem:
    • Most bugs are due to algorithms which fail to account for all possible inputs, apply conditional statements in an illogical sequence, or have unforeseen consequences in particular game situations.
      • A few of these arise from simple typos in the source code.
    • Improperly constructed linedefs, with orphaned tags or incorrectly placed textures, can also induce various strange behaviors.
    • The Doom engine includes few safeguards against overflow conditions.
    • Line-of-sight calculations, rendering algorithms, and the BSP tree are also susceptible to roundoff errors.
    • The engine imposes a number of static limits on Thing placement and map construction, which sometimes fix one problem by creating another.
  • Fatal bugs are those where the engine crashes (often with the Venetian blind effect) or else exits the game in a controlled fashion, usually with an error message. Y* means that termination is possible, but not inevitable. N* means that the program keeps running, but that rendering or character behavior may be sufficiently compromised that meaningful gameplay becomes impossible.
  • A bug is inherited if it is a direct consequence or extension of a bug which occurred in the Doom 2 v1.666 codebase upon which Strife was built.
  • Fixed in 1.31 — Some bugs appear only in versions of Strife prior to v1.31.
  • A bug has a workaround if it can be avoided by reasonable compromises in map design, such as when matching every linedef tag to at least one sector, but not when removing invulnerabilities from every level containing a sky texture, or also by convenient precautions and other measures taken by the program user, such as when increasing the mouse sensitivity through the configuration file directly, instead of using the menu. S means that the bug can be avoided only by making one's map smaller or less complex.
  • A bug is a loophole if it can be abused to the player's advantage (especially during speedruns or deathmatches).
Phenomenon Cause Fatal? Inherited? Fixed in
1.31?
Workaround? Loophole?
Bishop's missiles have reversed skill properties Typo N N N N Y
Burning players can activate linedefs Algorithm N Y N N Y
Burning players can exit level Algorithm N Y N N Y
Insecure code in dialog engine Algorithm Y* N N Y N
Inquisitors are removed by the punch dagger Typo N N N Y Y
Inventory bounds checking error Algorithm Y* N N Y N
Irale door missing sound bug Algorithm N N N N N
Items are given to players not in the game Algorithm Y* N N N N
Laser does not hit peasant Algorithm N N N N N
Monsters reset to normal when loading a savegame Algorithm N Y N Y Y
Multiple thinkers on a single door Algorithm N* N N N N
Repetitive fade-out in Strife ending Algorithm N N Y N N
Sigil -1 can be gained from LEGO cheat Algorithm N N N N N
Sigil damage thrusts player toward the east Algorithm N N N N Y
Strife reliance on 2S linedef flag Linedef Y* Y N Y N
Strife savegame target loading glitch Algorithm N N N N Y
Strife savegame tracer loading glitch Algorithm Y* Y N N N
Strife spechit access at negative index Algorithm Y* N N N N
Torpedo is never auto-selected Algorithm N N N N N
Unstable screenwipe algorithm Algorithm Y N N N N

See also