Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312023-12-10T06:44:57ZTracker
Redmine Doomsday Engine - Bug #2471 (New): Custom fog values are reset to default values when the "reset"...https://tracker.dengine.net/issues/24712023-12-10T06:44:57ZRemiliaScarlet
<p>If you open a map that uses custom Fog color/start/end values, then type <code>reset</code> in the console, the map's fog settings are lost and the default values are used instead.</p>
<p>Short example: <a class="external" href="https://www.youtube.com/watch?v=z9e0-22MZJM">https://www.youtube.com/watch?v=z9e0-22MZJM</a></p>
<p>I tested this with Doomsday v2.3.1</p> 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 - Feature #2469 (New): NVIDIA RTX Ray Tracing Supporthttps://tracker.dengine.net/issues/24692022-08-30T04:21:42Zl473x
<p>I love your game engine. It would be great to introduce ray tracing support for NVIDIA RTX cards that support it. Another engine has this feature (see <a class="external" href="https://github.com/sultim-t/prboom-plus-rt/releases/tag/v2.6.1-rt1.0.7">https://github.com/sultim-t/prboom-plus-rt/releases/tag/v2.6.1-rt1.0.7</a>) but it pales in comparison to the feature set that Doomsday has.</p> Doomsday Engine - Bug #2468 (New): build with openGL ES (-DDENG_OPENGL_API=GLES3) is brokenhttps://tracker.dengine.net/issues/24682022-01-03T09:39:54Zguillaume_g
<p>Since the update from 2.2.2 to 2.3.1, the build with openGL ES (-DDENG_OPENGL_API=GLES3) is broken.</p>
<p>2.3.3 currently fails with:<br /><pre>
[ 422s] [ 97%] Building CXX object apps/client/CMakeFiles/client.dir/src_render_fx_turbo.cpp.o
[ 422s] cd /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client && /usr/bin/c++ -DDENG_64BIT_HOST=1 -DDENG_BASE_DIR=\"/usr/share/doomsday\" -DDENG_HAVE_UPDATER -DDENG_LIBRARY_DIR=\"/usr/lib64/doomsday\" -DDENG_NO_FIXED_ASM=1 -DDENG_OPENGL_ES=30 -DDENG_PLATFORM_ID=\"source\" -DDENG_STABLE=1 -DDENG_X11 -DQT_CORE_LIB -DQT_GUI_LIB -DQT_NETWORK_LIB -DQT_NO_DEBUG -DQT_OPENGLEXTENSIONS_LIB -DQT_OPENGL_LIB -DQT_WIDGETS_LIB -DUNIX=1 -D_GNU_SOURCE=1 -D__64BIT__=1 -D__CLIENT__=1 -D__DOOMSDAY__=1 -D__USE_BSD -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/client -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/client_autogen/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/client/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/api -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/client/include/unix -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libappfw/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libcore/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libgui/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libshell/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/libdoomsday/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/liblegacy/include -isystem /usr/include/qt5 -isystem /usr/include/qt5/QtCore -isystem /usr/lib64/qt5/mkspecs/linux-g++ -isystem /usr/include/qt5/QtNetwork -isystem /usr/include/qt5/QtGui -isystem /usr/include/qt5/QtOpenGLExtensions -isystem /usr/include/qt5/QtWidgets -isystem /usr/include/qt5/QtOpenGL -mbranch-protection=standard -O2 -Wall -D_FORTIFY_SOURCE=2 -fstack-protector-strong -funwind-tables -fasynchronous-unwind-tables -fstack-clash-protection -Werror=return-type -flto=auto -g -DNDEBUG -std=c++11 -Wno-deprecated-copy -Wno-class-memaccess -Wno-address-of-packed-member -O2 -g -DNDEBUG -DDENG_NO_RANGECHECKING -fno-tree-fre -Wall -Wextra -Wno-deprecated-declarations -Wno-missing-field-initializers -I/usr/include/SDL2 -D_REENTRANT -fPIC -std=gnu++11 -MD -MT apps/client/CMakeFiles/client.dir/src_render_fx_turbo.cpp.o -MF CMakeFiles/client.dir/src_render_fx_turbo.cpp.o.d -o CMakeFiles/client.dir/src_render_fx_turbo.cpp.o -c /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/src_render_fx_turbo.cpp
[ 422s] /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/src_render_fx_turbo.cpp: In member function 'virtual void fx::Ramp::draw()':
[ 422s] /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/src_render_fx_turbo.cpp:744:21: error: 'NV_texture_barrier' is not a member of 'de::GLInfo'
[ 422s] 744 | GLInfo::NV_texture_barrier()->glTextureBarrierNV();
[ 422s] | ^~~~~~~~~~~~~~~~~~
[ 422s] make[2]: *** [apps/client/CMakeFiles/client.dir/build.make:736: apps/client/CMakeFiles/client.dir/src_render_fx_turbo.cpp.o] Error 1
</pre></p>
<p>This is from openSUSE Tumbleweed for aarch64.</p> Doomsday Engine - Bug #2467 (New): Mods in Multiplayerhttps://tracker.dengine.net/issues/24672021-10-23T18:51:21ZGiskard_hun
<p>If player joins to a server, all of the mods are disabled. Would be better to enable them automatically, as in case of Single Player</p> Doomsday Engine - Bug #2466 (New): Countershttps://tracker.dengine.net/issues/24662021-10-23T18:38:37ZGiskard_hun
<p>The killing, secret and items counters doesn't work well in multiplayer coop. Even if player joins into an existing server.</p> Doomsday Engine - Feature #2465 (New): Keeping arsenal in coophttps://tracker.dengine.net/issues/24652021-10-23T18:36:14ZGiskard_hun
<p>in Quake1 it was very cool, if player dies he spawned with the same arsenal (also weapons and ammos) what he brought from the previous map. This way the player doesn't need to waste minutes again and again to find weapons. In quake1 the players also can found their dropped arsenal in a baskpack near his corpse. I know its not quake, but the gameplay experience would be better I think.</p> Doomsday Engine - Bug #2455 (Resolved): rpm package requires libfluidsynth.so.1 but Fedora 33 pro...https://tracker.dengine.net/issues/24552021-03-20T14:23:52Zvvv
<p>Starting from version 33 Fedora provides only fluidsynth2 package. It causes Fluidsynth music plugin not to work.</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 - Feature #1632 (New): InFine 2.0 (on top of Doomsday Script)https://tracker.dengine.net/issues/16322013-10-22T15:09:43Zskyjake
<p>InFine is a specialized language for specifying UI animation scripts. It also has some features for interactivity, however there is a need (<a class="issue tracker-2 status-1 priority-4 priority-highest child" title="Feature: Implement game menus with InFine (InfineWidget) (New)" href="https://tracker.dengine.net/issues/1630">#1630</a>) to expand that much further.</p>
<p>InFine should be redesigned to be a convenience layer over Doomsday Script. In practice, each InFine command would be automatically translated to a Doomsday Script function call. InFine objects would be regular variables inside a script process reserved for running the animation.</p>
<p>This way Doomsday Script can provide a powerful basis for extending the capabilities of InFine into containing whatever logic is needed by the animations and/or UIs. InFine would remain as a convenience/backwards compatible language for specifying finales, animations, and UIs.</p>
<p>Also, plain Doomsday Script can be used to manipulate InFine objects freely through variables.</p> 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 #1620 (Progressed): XG 2.0https://tracker.dengine.net/issues/16202013-10-21T16:41:25Zskyjake
<p>XG 1.0 is quite limited and contains plenty of hard-coded functionality. It needs to be integrated with Doomsday Script and other powerful mechanisms like a generic scoping system.</p> Doomsday Engine - Feature #1617 (New): Scoped definitions and variableshttps://tracker.dengine.net/issues/16172013-10-21T07:43:44Zskyjake
Often it is necessary to limit the effect of some definition or variable to a specific map, episode, game, global variable state, or perhaps even a single room in a map. This need manifests in several places:
<ul>
<li>A mod/TC might want to override certain variables/definitions for an entire game.</li>
<li>All the maps of an episode might want to use a specific sky texture.</li>
<li>Particle effects may be defined for specific sectors in a map (e.g., rain).</li>
<li>Light source definitions target a specific map in a game/WAD.</li>
<li>Model definitions target a certain type of object in specific states.</li>
<li>XG effects need to target certain lines and/or sectors (done via various XG references).</li>
</ul>
<p>In other words, "scoping" is a universal need in the engine. There should be a uniform way to handle this a unified, powerful manner using a syntax that is consistent in all use cases.</p>
<p>See also: <a href="http://dengine.net/dew/index.php?title=DED_2.0" class="external">DED 2.0</a> and <a href="http://dengine.net/dew/index.php?title=Resource_URIs" class="external">Resource URIs</a> proposals</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>