Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-05-10T07:35:51ZTracker
Redmine Doomsday Engine - Feature #2423 (New): Support something like mDNS / Avahi / Bonjour protocol for...https://tracker.dengine.net/issues/24232020-05-10T07:35:51Zjonesmz
<p>I play a lot of local co-op with Doomsday engine. I find it quite clunky to enter the ipaddress of the server that's hosting the game every time.</p>
<p>Instead, for local co-op, it should be possible for the Client GUI to automatically detect a local game, and offer it as a one-click connection.</p>
<p>Technology like mDNS (Sometimes referred to as Avahi or Bonjour) can do this trivially. Avahi is installed by default on many (most?) Linux systems, and has a trivial to use C api. Bonjour comes with all Mac OS X machines as far as I know. Not familiar with the Windows support landscape for this, unfortunately, so I can't comment on that.</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 - Feature #2336 (New): Comprehensive server info and metadatahttps://tracker.dengine.net/issues/23362019-06-24T14:43:14Zbond
Add a few additional parameters that the server tells players about itself
<ul>
<li>wadurl: link to place where players can find and download wads loaded on server</li>
<li>email: server admin contacts</li>
<li>all server setup parameters (server-game-...)</li>
<li>for players: fragcount, deathcount, ping, time in game</li>
</ul> Doomsday Engine - Bug #2334 (New): Client should load server's data files when connecting via com...https://tracker.dengine.net/issues/23342019-06-24T14:40:56Zbond
<p>Add the ability to autoload the absent wads when connecting to the server from the command line (like from Doomsday UI)</p> Doomsday Engine - Feature #2333 (New): Extend info about server wads (filename, checksum)https://tracker.dengine.net/issues/23332019-06-24T14:40:13Zbond
<p>Add the list of loaded wad names (including iwad) and their checksums (md5) to server info</p> Doomsday Engine - Bug #2331 (New): Server doesn't check wads (connecting via command line)https://tracker.dengine.net/issues/23312019-06-24T14:37:13Zbond
<p>When connecting to the server from the command line, the wads are not checked - client can use any (and often crash)</p> Doomsday Engine - Feature #2015 (Progressed): Remove server-side audio systemhttps://tracker.dengine.net/issues/20152015-04-22T05:37:52Zdanijdanij@dengine.net
<p>Servers do not need to playback audio. On server-side all audio can be boiled down to much more concise "remote event scheduler". As such, there is no need for a audio system because remote event scheduling can and should be generalized for any purpose.</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 #1970 (New): Scriptable map entry/exit, cyclinghttps://tracker.dengine.net/issues/19702015-02-11T17:51:31Zskyjake
<p>Use Doomsday Script to perform actions after loading a map and when exiting a map. While this is useful for map cycling (restart a co-op episode from beginning after completion), it is also a good modding feature. The key is to define different scopes for the scripts, e.g., a scope for the server's multiplayer behavior, or another for the map's own behavior as intended by its author.</p> Doomsday Engine - Bug #1961 (New): Client fatal error due to invalid data received from serverhttps://tracker.dengine.net/issues/19612015-02-11T10:11:21Zskyjake
<p>Sometimes (not very often) the client will crash / fatal error when it attempts to read an invalid data packet received from the server. This might be due to the server terminating first due to unhandled exception.</p> Doomsday Engine - Feature #1765 (New): Multiplayer savegames (co-op)https://tracker.dengine.net/issues/17652014-04-18T08:26:04Zskyjake
<p>The server has all the information it needs to save the complete state of the game. It just needs to sync the state appropriately with the clients, and clients need to be matched with the players in the saved data (using IDs/names).</p>
<p>The primary objective is to support longer co-op plays.</p> Doomsday Engine - Feature #1757 (New): Separate server and client sourceshttps://tracker.dengine.net/issues/17572014-04-18T07:50:04Zskyjake
<p>Currently the server is being built from the same source files as the client, using the <code>__SERVER__</code> preprocessor definition. The code should be refactored so that common functionality is placed into libdoomsday that is linked against both the client and server apps, and that code unique to the server is kept completely separate from the client sources.</p>
<p>This cleanup will ensure that development of both the server and client can continue unimpeded in the future.</p> Doomsday Engine - Feature #1614 (New): Improved demo recording and playbackhttps://tracker.dengine.net/issues/16142013-10-20T18:13:55Zskyjake
<p>The demo recording and playback system needs to be completely revised.</p>
Features:
<ul>
<li>Recording a demo on the server captures all players. However, some client-only details may not be included in the recording.</li>
<li>Recording a demo on the client captures one player's viewpoint.</li>
</ul>
<p>Also see the <a href="http://dengine.net/dew/index.php?title=Demo_file_format" class="external">Demo file format</a> proposal.</p> Doomsday Engine - Feature #9 (Progressed): Use local server to run single-player gameshttps://tracker.dengine.net/issues/92013-10-11T10:05:52Zskyjake
<p>The objective is to make the engine always run in client/server mode, even locally in single-player games.</p>
<p>Completion of this feature is planned to be a milestone for incrementing the major version number.</p>
<p><strong>Note:</strong> On mobile devices (iOS/Android), there still needs to be a way to compile everything into a single binary. In this scenario, the server and client would be running in the same process and communicate over a simulated network link. It would be necessary to share cached resources to avoid needless duplication. However, the majority of the engine can remain oblivious to this arrangement.</p>
<p>For more information, see the <a href="http://dengine.net/dew/index.php?title=Unified_networking" class="external">Unified networking proposal</a></p> Doomsday Engine - Feature #1415 (New): [Master Server] Allow specifying server IP manuallyhttps://tracker.dengine.net/issues/14152006-08-06T06:06:22Zdraconxdraconx@users.sourceforge.net
<p>When behind a bad ISP which transparently proxies HTTP<br />traffic, the master server is given the wrong IP when<br />hosting a game. Allowing the host to optionally<br />specify their real ip would enable these users to host<br />games.</p>
<p><strong>Labels:</strong> Multiplayer</p>