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Furdoom 0.1.1, Ideas, Bugs and other stuff

A topic by RabbidFF created Jul 06, 2025 Views: 1,230 Replies: 17
Viewing posts 1 to 4
(4 edits) (+1)

Again using this as a suggestion thread type thing but I'll quickly go over the bugs I found in the launch version of 0.1.1 and a few ideas I have for later updates (but you don't have to do anything, like I said last time) also there's images so you can see what I'm talking about when I am talking about bugs

Bugs

I'll start with the bugs as they're most important.

1. I think a few fainted/sleeping characters and decorations don't spawn on the testing map

These probably aren't intentional and might be a placeholder being used but removed issue, but also idk

2. the placeholders have several issues...the main one being the chaingunners nearly immediately turning into a normal hypno fox

before you ask "are you playing on Doom 1" that doesn't matter as the hell knights work just fine, the same happens to wolfensteinss.

along with these, several sprites on the placeholders are not translated correctly, mainly on the hypno fox, where there's still dark red and orange on them when they're fainted and awake specifically, most place holders kind of have this same issue, but I don't expect these to be fixed as I assume in the next update either doom 2 monsters will start being worked on or the placeholders will just be replaced with the normals as is.

3. upon exiting the first deathmatch level it sends you to the credits screen instead of the next dm level, I assume this'll be fixed when the bots get added (as I assume that's happening)  but just saying it now, along with this, it shows doom 2 monsters not furdoom monsters


4. placeholder monsters  and flame squirrel heads don't get removed when pressing the remove monsters button in the testing map. still


5. sometimes when KOing an enemy they'll appear darker than normal, idk if this is intentional or not, but if it's intentional to add more racial diversity, that's cool but I assume it isn't intentional unless you're adding variety skins to the enemies.

6. Cyberdemon's fainted sprite still clips into the ground a bit without a certain option.

7. didn't get an image, but the imp jumping to walls is VERY buggy, including them generally just floating to the wall, only to drop to the floor, at an unnatural and unaffected by gravity speed, it's very noticable, oh and imps also sometimes jump miles into the air too I think.

8. in Zandronum 3.1, the mod immediately crashes, this is not a bug that needs to be fixed, just a wrong version issue.


9. just found this, but for some reason the Cyberdemon's butt gets seperated from the body while they're fainted in Zandronum and I can't seem to figure out any reason why, my assumption is just... Zandronum has this bug... (ignore the fact I put my Gamma Correction up lol) infact this happens with the spider mastermind too...

with that, let's go to

Suggestions

this is mostly some things that would be cool to add a little bit more immersion

1. maybe you could make it so if you shoot a normal fainted enemy (that's wearing clothes) the clothes will get destroyed like if they're gibbed, but they don't change to a unique fainted pose

2. Maybe when bots get added to the dm maps, add the option when you launch the map to have normal monsters spawn endlessly instead as a more interesting gameplay decision, but only when playing coop or single player, you could also just add maps like in skulltag. (ok, played on Zandronum and they do exist, just not on GZDoom...for some reason...

3. maybe make it so enemies can have a chance to have a flipped corpse or general movement, to add more variety, along with this

4. maybe enemies can have different outfits/skin tones/hair color, for variety like the corpses do, though the outfits is not that.

5. maybe add an option to the menu to turn off nude for people who want to record youtube videos or so, along with this, you could also make it so there's a nude only option for the joke of it being the exact opposite.

6. maybe make a custom campaign for the mod that'll use the jumping and crouching you added, as otherwise these will probably not be used at all, or add a parkour/crouch section in the testing map, idk

7. either change or make the doomimp gib sprites as currently it looks like they're about to faceplant, then they're on their feet and they flop onto their back, which looks really awkward.

8. make the phantom either turn completely visible when defeated or have it be an optional skin choice for the pinkies to be them instead.

9. oh yeah and when there's a "Sleeping" marine that's gibbed (or is a normal enemy at a random chance) make them nude to add continuity.

10. add Daisy's normal faint sprite as a  sleeping marine sprite and make daisy able to faint in any of the other fainted sprites in the sleepers

11. whenever the intermission screen gets added, make sure to note that it's not Kills as nobody dies in the mod.

12. maybe the testing map could have a button to respawn the ammo/weapons/other so you don't have to cheat to regain it, or when you summon the chaingun sentry and it gets destroyed

and now I guess

Ideas

aka things that aren't suggestions and just random things I came up with for the mod

1. considering there's 4 characters in the mod, maybe when multiplayer is finished make it so the enemies have skins (or actual classes) fr the characters so you can play as them, they don't need to be their own class, just a skin for the most part

2. if you plan to do more with the hanging marines like befriending, maybe make it so you can defeat them or like the enemies blow off their clothes and defeat them or other stuff, same with the hypno dogs on poles.

3. just generally more variety in the fainting and fainted sprites (along with nude sprites) for the sake of it

4. considering the enemies have alternate attacks and movements, why not make the weapons have alt fires to even it out? like the normal shotgun shoots slugs when using it instead of normal shells.

5. legacy of rust support and weapons (and probably with a chance for them to replace the bfg/plasma rifle), just because it would be cool seeing that.

6. ability to turn off things that might cause lag for some, like ripped cloth, spent bullet shells and paint from paint barrels, either instantly or after a while, this can also be applied to corpses for anybody who thinks those will cause lag, atleast outside of nightmare.

7. considering enemies are all unique, I want to give a few ideas on what the others that aren't confirmed may be (as I think the chaingunner is a wolf) personally, if I had an idea for them, the hellknight would be something similar to the baron like in normal doom, the arachnotron would be a robotic enemy, maybe a robotic coyote, or raccoon, the revenant could be like the flame squirrel and be a skeleton, but if they were an animal, maybe a cheetah or a bat, the archvile could be some witch, maybe a mythical animal like a gorgon, the mancubus can be for more fish animals, something like a seal, or a panda, the pain elemental assuming it'll have a body after being defeated like the lost souls, would probably be something like a grim reaper, and maybe something that would be considered annoying irl, like a rat, mouse, or a mosquito because why not? it's something flying after all, and the wolfenstein ss? how about just a furry demon, not specific animal, just something that fits doom, a demon that's furry, it also fits considering who they're replacing.

8. the chaingun sentry and dummy should have the ability to faint too just because it's funny, nothing about them needs to change besides them collapsing when defeated after all.

yeah thats everything I got currently but I will update it. later, overall, great update and worth the time it took to come out.

also if you (as the non devs) want images of suggestions/ideas I can try to do that lol

(+1)

Hey, Furdoom programmer here 馃惔

I'm just gonna talk about the "Bugs", the rest, is up to Korp:

1-2: Uuuuh, Doom 2 doesn't have enemies yet, missing props are because of Doom 1 and the recolored are just placeholders (We are working on Doom 2 very soon!);

3: Thats definetly a oversight, also, bots can be played with ZCajun (on GZ) or natively (on Zandro);

4: The skulls aren't monsters, they just "dynamic props";

5: Thats indeed color variation;

6: Use "Forced Perspective" on GZDoom, or Software Rendering or play around with the Sprite Clipping settings on Zandronum;

7: Oh yeah, thats a issue that we will try fixing soon;

8. The mod is for Zandro 3.2, also soon for GZDoom only.

9. zandro suks 馃惔

Anyway, hanks for the bug reports,  if you may have more, be sure to show it!

Have fun!

(6 edits) (+1)

1-2. Yeah, I know Doom 2 doesn't have enemies yet lol, the bug was just that the recolors for some reason weren't working correctly (not like it'll matter next update probably but yeah) though idk how this relates to doom 1 as the things missing when I looked in the console were not doom 2 enemy corpses, so I personally just see it as there's no textures in it, or maybe this is a Freedoom issue as I was using freedoom at the time of the first bug...hmm that would be pretty odd... (ok, now that I check this, it might not be a sprite or freedoom issue, but rather a "this didn't exist in doom 1 so they don't have textures or anything in them" issue... so yeah it might be just fair to ignore this whole thing, you're right XD)

3.  Yeah I noticed that the bots didn't work on GZdoom for some reason but I'll make sure to figure out what ZCajun is so I can do that on GZdoom XD

4.  I see, that's probably why they don't despawn, totally not gonna trigger me every time I'm on the testing map still XD

5.  Could've been a little more obvious I will say because personally it feels just like the colors were rendered wrong, when it feels like it would be more logical if they were like difference species of the same animal, but I won't continue on that part.

6. Yeah I usually do that anyway because I don't like when sprites clip XD

7. Fair, pretty sure the whole imp thing at the moment is pretty buggy... imps generally floating on air like they're on a wall

8. Yea, this was personally just me not remembering to update Zandronum aaaa (i didn't even know it updated)

9. PFF

Yeah, I will make sure to post more if I find any, I care about gameplay in mods a lot after all XD

Should've noted that some of these bugs only count in GZDOOM and others only in Zandronum... so yeah that'll totally not get confusing...

though I guess if it is an issue, I don't know why the sleeping and hanging marines don't have different colors in Zandronum while they do in GZDoom, but I assume this is a Zandronum's limited code issue...

OH YEAH and uh another person on this same post found an issue with the super shotgun, where the opening sound doesn't play for some reason... it's probably likely just an oversight, but y'know just letting ya know.

https://mega.nz/file/yAMjhKzS#FhMK5ui8bGE6CHDlUpixz5hSV17amNDh2-BNjIvSu5c

I think I found a bug, idk, could also just generally be an unfortunate limit of Zandronum. but uh, when the bfg hits a wall the effect of it hitting the wall is only in one shape when the mark left isn't the same shape, which is odd but I assume personally it's a limit of doom's code.

oh yeah and if you have any opinions on the suggestions/ideas feel free to say them lol, you are the programmer, would love to see your opinion on them.

oh yeah and as a personal thing, the collapsing animation of the foxes feel a bit slow, the dog does it well but the fox feels like they're a bit too slow, especially considering it's a gib animation.

(+1)(-1)

How about...Super shotty open shell sound is missing

https://mega.nz/file/yAMjhKzS#FhMK5ui8bGE6CHDlUpixz5hSV17amNDh2-BNjIvSu5c

(+1)

I didn't even notice this until you pointed it out!

(-1)

You think...I am stupid, right?

(+1)

No?

(-1)

Well, good...

(+1)

Yea.

(+1)

hey folks,does anyone have the old furdoom version?because if so fixing the missing super shotgun sound can be done all we to do is edit it with slade 3.

(+1)

The Sound Effects still exist in the mod, so as long as you know the code of the original mod, it's not actually that hard to fix.

(1 edit) (+1)

how do i put it back?i got slade 3 here but i have no idea where to start, i was just gonna look at the old version structure and copy it.

(1 edit) (+1)

for the most part you'd use "A_PlaySound" but that's already there, so I'd go to the SNDINFO lump and see if the sound names and the usage line up, if not, make them line up and it SHOULD work... this applies to the lowest Sndinfo lump.

(+1)

hmm, something is wrong because the code appears to be correct... no mistakes...

(+1)

yeah i noticed that too so we are basically screwed then until korp decides to take a look and so far we got no repply from either yours or my post.

(+1)

Yeah...as far as I know it could literally be a gzdoom/zandronum issue.

(+1)

It's a code oversight, related to the code order. Probably we won't fix it atm cuz Doom 2 content isnt for this version.

(+1)

fair enough.