GZDoom Bug: Repeatable Switches Not Animating After First Use
Hey guys! It looks like we've got a little mystery on our hands in GZDoom. Some of us have noticed that repeatable switches in our Hexen format maps aren't always doing their thing – specifically, they don't animate or play a sound after you use them the first time. Let's dive into this issue and see what's going on!
What's the Deal?
So, the main bug we're tackling here is that in GZDoom (version 4.14.2, to be exact), some repeatable switches refuse to animate or play their sound effects after their initial use. Imagine you're building a level with cool contraptions, like a ceiling crusher. You set up two switches: one to start the crusher (using Ceiling Crush Start A) and another to stop it (Ceiling Crusher Stop). The first time you hit each switch, everything works perfectly – the switch animates, you hear the click, and the crusher does its thing. But here's the kicker: when you go to restart the crusher, the switch doesn't animate or make a sound, even though the crusher still functions. It's like the switch is shy or something!
Diving Deeper into the Issue
This bug seems to pop up consistently in GZDoom and other ZDoom-based ports, which makes it even more puzzling. Some folks have even tested it in DSDA, and the same thing happens. This consistency across different platforms suggests there might be a reason behind it, but it's still a bit of a head-scratcher. Interestingly, in Eternity, these switches animate every single time, which further highlights the odd behavior in GZDoom. The absence of animation and sound can definitely take away from the immersive experience, especially when you're expecting that satisfying click and visual feedback each time you flip a switch. For level designers, this can be a real nuisance, as it can make certain mechanisms feel less responsive or even broken to the player.
This issue affects the overall polish of gameplay. Think about it: a player might assume the switch isn't working properly if it doesn't provide the usual visual and auditory cues. This could lead to confusion and frustration, especially in complex levels where switches control critical elements. The consistency of this issue across different ZDoom-based ports suggests that it might be tied to the core mechanics of how these ports handle repeatable switches. Understanding the root cause is crucial for both players and developers who want to create seamless and engaging experiences.
How to Make It Happen (Reproducing the Bug)
Want to see this bug in action for yourself? Here’s a step-by-step guide:
- Grab the Map: First, you'll need the test map. You can download it from this link. It's a simple WAD file designed to showcase the issue.
- Load It Up: Fire up GZDoom and load the
map01
level from the downloaded WAD file. Make sure you're running GZDoom version 4.14.2 (or another ZDoom-based port where this bug is present). - The Crusher Switches: You’ll find two switches in the level. The one on the left starts the ceiling crusher (it’s the Ceiling Crush Start A type), and the one on the right stops it (Ceiling Crusher Stop).
- Initial Use: Go ahead and use the left switch to start the crusher. You should see the switch animate, hear the sound effect, and watch the crusher begin its descent.
- Stop It: Now, use the right switch to stop the crusher. Again, the switch should animate, the sound should play, and the crusher should halt its movement.
- The Moment of Truth: Here’s where the bug rears its head. Try using the left switch again to restart the crusher. The crusher will indeed restart, but…
- No Animation or Sound?: Did you notice? The switch likely didn't animate, and you probably didn't hear the sound effect. It's like the switch is working behind the scenes, but it's lost its voice and visual flair.
By following these steps, you can easily reproduce the bug and see firsthand what's happening with these repeatable switches. It's a simple test, but it clearly demonstrates the inconsistency in the switch behavior.
Why This Matters
For map creators, understanding this bug is crucial. Imagine designing a complex puzzle that relies on the player knowing when a switch has been activated. If the visual and auditory feedback is missing after the first use, players might get confused or think the switch isn’t working correctly. This can lead to a frustrating experience and detract from the overall enjoyment of the level. The absence of feedback can also make the game feel less polished. Small details like switch animations and sounds contribute significantly to the immersion and responsiveness of the game world. When these elements are inconsistent, it can break the player's sense of presence and make the game feel less refined.
System Info and Configuration
To give you the full picture, here’s the setup where this bug was initially reported:
- GZDoom Version: 4.14.2
- Game: Doom 2 (but it seems to affect other Hexen format maps as well)
- Operating System: Windows 10 Pro
- Hardware: i5 9300H, GTX 1650
The user who reported this issue was running a pretty standard setup, so it doesn’t seem to be tied to any exotic hardware configurations. The default config was in use, meaning no custom settings were tweaking the switch behavior. This suggests the bug is likely related to the core GZDoom engine or how it handles certain switch types.
No Log? No Problem (Maybe…)
In the original report, there wasn’t a log file provided. While logs can be super helpful for diagnosing issues, the steps to reproduce this bug are pretty straightforward. By following the steps outlined above, anyone can quickly see the problem in action. However, if you're experiencing this bug and want to help nail down the cause, generating a log file might provide some extra clues for the developers. A log file captures all sorts of behind-the-scenes information about how the game is running, which can sometimes reveal errors or unexpected behavior that isn't immediately obvious.
Is This a Feature, Not a Bug?
Now, here’s where things get a little philosophical. The reporter mentioned that this behavior matches other ZDoom-based ports and DSDA. This raises the question: is this an intentional design choice or a genuine bug? It’s possible that there’s a reason why these switches behave this way in most ZDoom-based ports. Maybe it’s a quirk of the engine, or perhaps it’s a deliberate choice to optimize performance or prevent certain issues. However, the fact that Eternity handles these switches differently suggests that it's not a fundamental limitation of the Doom engine itself. In Eternity, the switches animate and play sounds every time, providing a more consistent and responsive experience. This discrepancy highlights the possibility that the behavior in GZDoom and other ports might be an oversight rather than an intentional feature.
The Case for Consistent Feedback
From a player experience perspective, consistent feedback is generally preferred. When a player interacts with a switch, they expect the same response every time. If a switch animates and makes a sound the first time but then goes silent on subsequent uses, it can feel broken or unreliable. This can lead to confusion and make the game less enjoyable. Imagine a scenario where a player needs to flip a switch multiple times as part of a puzzle. If the switch doesn't provide consistent feedback, the player might not be sure whether their input has been registered, leading to frustration and a sense of unfairness.
Wrapping It Up
So, there you have it! We've explored this curious case of the disappearing switch animations and sounds in GZDoom. It's a bug that seems to affect repeatable switches in Hexen format maps, and it's been observed across multiple ZDoom-based ports. While the reason behind this behavior remains a bit of a mystery, it's clear that it can impact the player experience and potentially confuse map designers. Whether it's a deliberate design choice or a genuine oversight, it's definitely something worth investigating further. Hopefully, this deep dive has shed some light on the issue, and maybe, just maybe, we'll see a fix in a future version of GZDoom. Keep on gaming, guys, and keep those switches flipping (or trying to)! We'll keep you updated if there are any new developments on this front.