Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312022-09-28T19:55:55ZTracker
Redmine Doomsday Engine - Bug #2470 (New): File WAD cannot be played back.https://tracker.dengine.net/issues/24702022-09-28T19:55:55ZSarawut
<p>When opening file WAD, it exits the program and displays this message.</p> Doomsday Engine - Bug #2448 (New): crashes when configuring mods an wads folder an video an audio...https://tracker.dengine.net/issues/24482021-02-01T20:55:12ZDOOMMarine117
<p>Hi, i just recently came back to doomsday for 2.3 update. it crashes after you configure the wads an mods folders an happens right after you configure the videos an audio settings.</p>
<p>it didn't happen before in 2.2.</p>
<p>please fix it. thanks.</p>
<p>are tons of mod support doomsday now like zblood, terminator future war, aliens eradication tc, halo in doom.pk3, wolfenstein 3d, duke 3d an many otehrs?</p>
<p>thanks.</p> Doomsday Engine - Bug #2446 (Resolved): [Heretic] Sky texture is stretched and only partially vis...https://tracker.dengine.net/issues/24462021-01-31T15:00:52Zskyjake
<p>It appears there is a regression in the sky renderer (or sky definitions) of Heretic that cause the sky texture to be only partially visible.</p>
<p>The sky appears normal in Doom, but Heretic's sky textures are taller.</p> Doomsday Engine - Feature #2413 (New): [MP] Configure what the server does after a timeout when n...https://tracker.dengine.net/issues/24132020-02-05T07:19:28Zskyjake
<p>After all players have left a server, it would be good to reset game state after a timeout. New players joining later will then get to start a new game session.</p> Doomsday Engine - Bug #2068 (New): [HeXen] Badguys not retaining alerted status upon return to a maphttps://tracker.dengine.net/issues/20682015-05-21T10:46:48Zvermil
<p>Bad guys are incorrectly loosing their alerted status when the player returns to a map they have previously been to (i.e they aren't staying woken up and targeting the player as they do in Vanilla).</p> Doomsday Engine - Bug #1989 (New): Client assert fail (possible crash) if joining game during int...https://tracker.dengine.net/issues/19892015-03-08T17:04:10Zskyjake
<p>If the server is in the intermission screen, a client connects, and then triggers the Fire control (to advance to the next map), the client has an assertion failure: <pre>ASSERT failure in QList<T>::operator[]: "index out of range"</pre></p>
<p>Relevant stack trace:<br /><pre>5 doom 0x0000000118f28450 QList<internal::wianimstate_t>::operator[](int) + 96 (qlist.h:486)
6 doom 0x0000000118f2247d beginAnimations() + 173 (intermission.cpp:540)
7 doom 0x0000000118f227e4 initShowNextMap() + 36 (intermission.cpp:637)
8 doom 0x0000000118f22784 IN_SetState(interludestate_t) + 84 (intermission.cpp:1544)
9 doom 0x0000000118f5b13c NetCl_Intermission + 540 (d_netcl.cpp:710)
10 doom 0x0000000118f58ec6 D_HandlePacket + 838 (d_net.cpp:578)
11 0x000000010c7cd8ff Cl_GetPackets() + 1375
</pre></p> Doomsday Engine - Feature #1986 (New): [MP] Configure what the server does when an episode endshttps://tracker.dengine.net/issues/19862015-03-02T08:52:26Zskyjake
<p>Currently if an episode ends, the server will get stuck in the finale animation and the only way forward is to manually change to a different map on the server using a console command. It would be much preferable if the server admin could choose what happens next, e.g., continue to the next episode or start again from the first episode.</p>
<p>In an ad-hoc server setup, the clients should have the option to vote on which episode to start next.</p> Doomsday Engine - Feature #1945 (Resolved): Efficient reuse of world geometry across multiple fra...https://tracker.dengine.net/issues/19452015-01-13T13:44:08Zskyjake
<p>One of the most fundamental performance problems of the old 1.x renderer is that every time the player view is drawn, world surfaces are recomputed into GL geometry. (One can see how costly this is by freezing the rendering lists.) However, many rendering techniques require rendering all or some parts of the world multiple times: VR modes draw dual views, shadow mapping requires passes from lights' point of view, reflections need several passes for dynamic cube maps, and overall most of the world remains static across frames so recomputing geometry is wasted effort.</p>
<p>In practice, geometry should be stored as a reasonably small number of static vertex buffers. We should explore if moving planes could be partially or even completely implemented similarly to skeletal animation, where certain vertices would be affected by selected transformations. The trick would be to do this efficiently only for the needed planes, and only when the planes are expected to move. (After all, it is not necessary to efficiently support for <strong>all</strong> planes to move in the map with no foreknowledge.)</p>
Benchmarking:
<ul>
<li><a class="external" href="http://www.moddb.com/games/doom-compile-project">http://www.moddb.com/games/doom-compile-project</a></li>
</ul> Doomsday Engine - Feature #1886 (In Progress): Use SDL 2 for window management, display modes, co...https://tracker.dengine.net/issues/18862014-10-20T15:17:31Zskyjake
<p>SDL 2 has quite good support for low-level functionality that is essential to games. Particularly, it supports native input APIs like XInput on Windows, for raw device events. Using SDL 2 instead of custom code and Qt for all these things (wm, video, input) should improve robustness and reduce the maintenance burden.</p>
In practice:
<ul>
<li>SDL 2 should be linked to libgui and there should be a variant of GLWindow that creates an underlying SDL_Window.</li>
<li>DisplayMode should be removed and replaced with SDL video functions.</li>
<li>Qt's OpenGL API wrappers should still be usable with an SDL-created OpenGL context (after creating a QOpenGLContext representing the previously created context).</li>
</ul> Doomsday Engine - Feature #1630 (New): Implement game menus with InFine (InfineWidget)https://tracker.dengine.net/issues/16302013-10-22T10:20:08Zskyjake
<p>It is not ideal that game menus are completely hard-coded into the game plugins. Also, implementing the game menus directly on Doomsday UI widgets makes quite a large leap from generic components into game-specific ones.</p>
<p>One solution would be to replace the game plugins'/libcommon menu system with an InFine-based one. This would consolidate existing subsystems in a nice way, and act as a good use case for interactive, script-based InFine. It is also a good match for InFine because it is responsible for game-side UI animations; only the interactivity and scripted logic needs enhancing.</p>
<p>InFine-based menus would be easily extensible/modifiable by addons, especially if the functions activated by menu items would be implemented as script functions.</p>
<p>In practice, InFine would likely have to be refactored to use a separate Doomsday widget (<code>InfineWidget</code>) per each InFine layer (the menu, including all its subpages, would be a single layer).</p> Doomsday Engine - Feature #1625 (Progressed): Per-pixel surface shading (bump/specular/reflection...https://tracker.dengine.net/issues/16252013-10-22T07:59:02Zskyjake
<p>Bump/Specular/Enviroment/Reflection/Procedural mapping for models/walls/flats.</p>
<p>Would greatly enhance the look of Doomsday.</p> Doomsday Engine - Feature #1623 (Progressed): Shadershttps://tracker.dengine.net/issues/16232013-10-22T07:53:57Zskyjake
<p>Support for vertex and fragment shaders for surfaces, objects, and UI.</p>
<p><code>libgui</code> already implements the basic support for shaders, and the new UI framework uses them for drawing the taskbar and other UI elements. The next step is to use them in game and map rendering.</p> Doomsday Engine - Feature #1601 (In Progress): Package managementhttps://tracker.dengine.net/issues/16012013-10-18T13:41:21Zskyjake
<p>Doomsday should have an internal package manager for managing the installed addons and for accessing online repositories of addons.</p>
<p>One of the key features of the system should be modular packaging, which essentially means resource files packaged into folders by logical entity (game, mobj, etc.). This allows easily selecting which packages to use.</p>
<p>See also: <a href="http://dengine.net/dew/index.php?title=Resource_package" class="external">Resource Package proposal</a></p> Doomsday Engine - Feature #7 (Progressed): Next-gen renderer (codename "Gloom")https://tracker.dengine.net/issues/72013-10-11T09:46:44Zskyjake
<p>Doomsday's renderer in version 1.9 was fully based on OpenGL 1.4. There was no support for shaders, for instance.</p>
All the graphics code should be revised to use the libgui GL classes instead, which are OpenGL 3.3 (OpenGL ES 2) compatible. In practice, this means comprehensive changes to the entire stack of drawing routines:
<ul>
<li>OpenGL state should be managed <strong>exclusively</strong> using GLState</li>
<li>Textures and other image content should be grouped in AtlasTextures</li>
<li>Vertex data should be stored in VBOs and kept around as static data as long as possible (across multiple frames)</li>
</ul>
<p>Once the entire renderer is using libgui, we can start revising certain portions like how materials are drawn (should use shaders instead of hard-coded effects).</p> Doomsday Engine - Feature #1449 (Progressed): Setup bindings/controls via taskbar UIhttps://tracker.dengine.net/issues/14492007-06-07T09:48:51Zharryboamharryboam@users.sourceforge.net
<p>I think it would greatly ease the use of Doomsday for first time users if all the options were done from the control panel, such as the controls, HUD options etc as you can use a mouse to select things, so would get the job done fairly quickly. Or it would be nice to have an extra tab in snowberry to set the controls.</p>
<p><strong>Labels:</strong> Customizability</p>