Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312018-10-27T19:07:56ZTracker
Redmine Doomsday Engine - Feature #2289 (New): Filtering game profiles in Home using search termshttps://tracker.dengine.net/issues/22892018-10-27T19:07:56Zskyjake
<p>When there are many profiles, it would help to use search terms to narrow down which profiles to show (similar to the Mods tab).</p> Doomsday Engine - Feature #2241 (Progressed): Configure games via Home UI (advanced users, cf. au...https://tracker.dengine.net/issues/22412017-04-05T18:55:50Zskyjake
<p>Games have a multitude of options and settings that one may wish to configure on a per-profile basis instead of using per-game cvars or custom profiles.</p>
<p>To facilitate game configuration for advanced users, Home should offer a way to enter autoexec.cfg-like free-form commands that can then be used to change cvar values, issue commands, or define aliases. This fully replaces the need to use command line options to customize the game.</p>
<p>In practice, each profile in Home can have a popup edit box whose contents are saved in the profile. There could also be a similar game-wide edit box opened via the game family's action menu.</p>
<p>However, there needs to be a mechanism for ensuring that these custom settings are only in effect when the particular profile is loaded (e.g., <a class="issue tracker-2 status-1 priority-3 priority-high2 parent" title="Feature: Scoped definitions and variables (New)" href="https://tracker.dengine.net/issues/1617">#1617</a>, <a class="issue tracker-2 status-5 priority-1 priority-low2 closed" title="Feature: Configure game rules in custom profiles (Closed)" href="https://tracker.dengine.net/issues/2238">#2238</a>).</p> Doomsday Engine - Feature #2072 (New): Gracefully exit to Home on fatal error in a game (e.g., DE...https://tracker.dengine.net/issues/20722015-05-27T20:49:57Zrhargraveroman@hargrave.info
<p>There are many conditions that can cause plugins to crash. While none of these are actually bugs (but rather may be caused by user error -- e.g. loading definitions with missing data, etc...), the plugin experience an error will cause the entire engine to gracefully exit.</p>
<p>While this behaviour can be expected and is consistent when running the specific plugin from the command line via a launch parameter, it is not a consistent user experience when the user launches the plugin from RingZero, especially now that Snowberry is slated for removal in favor of an entirely native launcher.</p>
<p>Where as the behaviour may have been expected when launching from snowberry (for the same reason as it is when specifying a plugin at launch time), it can be a potential source of confusion or frustration for the user -- especially if they are trying to make an addon work.</p>
<p>I would propose that, in the even of a recoverable plugin error that, should the plugin wish to halt that it should gracefully clean up those resources that it needs to, and then notify the Doomsday platform. Upon notification by the plugin, the platform could then prepare to return the to launcher (RingZero) and also present a bug reporting workflow or dialogue for the user to complete should they believe the error to have been caused by the plugin and not an external item. In cases that the source of the error can be traced to an external item -- such as a WAD or addon package, it could be beneficial to display a formatted list of those items to the user so that they may disable them (if possible).</p> Doomsday Engine - Feature #1779 (New): [Home] Show project news and dev bloghttps://tracker.dengine.net/issues/17792014-04-24T07:21:55Zskyjake
As on the dengine.net website, the latest project news and dev blog post(s) could be shown in the Home screen.
<ul>
<li>Option to show or hide the news boxes</li>
<li>On a wide screen layout, place the news next to the game selection to utilize empty space</li>
<li>Fetch the content in a background Task</li>
<li>Clickable links to open via native web browser</li>
</ul>