Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312019-03-10T23:38:42ZTracker
Redmine Doomsday Engine - Bug #2323 (New): Saved games are deleted after opening gamehttps://tracker.dengine.net/issues/23232019-03-10T23:38:42Zsuperfly29erguy
<p>Not sure what is going on, but overtime I close down the game ( and Doom game), it doesn't retain any of my saved files. OS X 10.11.6</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 - Feature #1976 (New): Replace old Save/Load menu with new UI widgetshttps://tracker.dengine.net/issues/19762015-02-12T13:22:10Zskyjake
<p>The traditional save menu is quite (visually) broken. To enable screenshots and better metadata, the save/load menus need to revised.</p>
<p>The savegame menus that appear in the Home screen and via the Main Menu will likely be the same or at least very similar.</p>
Notes:
<ul>
<li>There should be an unlimited number of savegame slots.<br />* Usability: It’s a bit difficult to see in Home which savegame was the right one. Could highlight the latest save?</li>
<li>Usability: If the user sets their own savegame title, further saves should not overwrite it with the generated one.</li>
</ul> Doomsday Engine - Bug #1928 (New): GameSession: ThingArchive::serialIdFor: Thing archive exhausted!https://tracker.dengine.net/issues/19282014-12-11T22:52:03Zvermil
<p>A second or two after I made a save game (sav0) on Map19 of this Doom2 pwad everything froze in some sort of judder (i.e I and all the mobjs froze, but were running on the spot and juddering back and forth respectively.</p>
<p><a class="external" href="http://www.doomworld.com/idgames/?file=levels/doom2/megawads/3ha2.zip">http://www.doomworld.com/idgames/?file=levels/doom2/megawads/3ha2.zip</a></p>
<p>A short while later, Dday closed with this error message: "GameSession: ThingArchive::serialIdFor: Thing archive exhausted!"</p>
<p>Further tests revealed it always occurred within a second or so of loading the above mentioned save game, though if I changed maps, everything appeared to work as normal.</p>
<p>I also attempted to make a save game (sav01) during a freeze, but the resulting save was corrupted and Dday crashes when I try to load it.</p>
<p>Both save games are attached below.</p> Doomsday Engine - Feature #1864 (New): Remember material, particle and decoration animation state...https://tracker.dengine.net/issues/18642014-09-12T13:50:56Zvermil
<p>I wasn't sure whether these could be classed as bugs or not and I imagine the subject may look a little dumb. But anyways...</p>
<p>Save games don't save active particle generators or the state of animated materials; generators simply aren't there when you reload while animated materials reset to their first frame.</p>
<p>I'm just thinking that while both are non-issues with the original maps, that mods may have scripted scenario's that feature either.</p>
<p>I suppose this tracker item basically comes down to a request that save games save absolutely everything in progress at the time of the save, which may or may not be practical.</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 #1763 (New): Autosavinghttps://tracker.dengine.net/issues/17632014-04-18T08:14:32Zskyjake
<p>At certain times, for instance when installing an update to the engine, it is necessary to save the game automatically without any user involvement. The UI should provide a way to load these automatic savegames in a way that clearly distinguishes them as automatic saves.</p> Doomsday Engine - Bug #1735 (New): Doom2 PWAD save games use level name from IWADhttps://tracker.dengine.net/issues/17352014-03-13T03:08:48Zmezlobrentmhk@gmail.com
<p>While playing Doom 2 with PWAD files, when you press F2 to save a game, it defaults the save name to the name of the PWAD followed by the level name from the IWAD. It should use the level name from the PWAD instead.</p> Doomsday Engine - Feature #1668 (New): Support id Tech 1 map hacks with sector lightlevels outsid...https://tracker.dengine.net/issues/16682013-11-25T21:13:00Zvermil
<p>The Doom map format allows sectors to have lightlevel values outside the normal 0...255 range. However, out-of-bounds values can be used to produce some special effects:</p>
<ul>
<li>Higher than 255 causes animated sector lights to stay fullbright longer</li>
<li>Higher than 255 removes/reduces the lighting change due to wall direction</li>
<li>Lower than 255 causes animated sector lights to stay black longer</li>
</ul>
<p>An example map is Map31 of this pwad: <a class="external" href="http://www.doomworld.com/vb/wads-mods/66113-doom-2-the-way-id-did-released-bugfix-update-nov-16/">http://www.doomworld.com/vb/wads-mods/66113-doom-2-the-way-id-did-released-bugfix-update-nov-16/</a></p>
<p>☑️ When one loads a save game on such a map, sectors with brightness higher than 255 are incorrectly set to 0 once the map has loaded.</p> Doomsday Engine - Feature #1480 (New): Include screenshot in savegameshttps://tracker.dengine.net/issues/14802009-01-06T11:13:03Zdeus-exdeus-ex@users.sourceforge.net
<p>It would be a nice addition to the interface if a small screenshot would be saved along with the savegame which then is displayed in the save/loadgame interface.</p>
<p>The screenshot doesn't need to be included into the savegame itself but can exist as an separate file with the same name. Then the savegame or screenshot can be distributed independantly of each other if necessary. The interface would show a default image for a missing screenshot.</p>
<p>Another solution would be to write savegames into a ZIP-file accompanied by the screenshot, thus keeping related files easily together and optionally reducing the required diskspace for both, if you would not choose to simply store the files into a ZIP-archive without any further compression for speed reasons.</p>
<p><strong>Labels:</strong> User Interface</p> Doomsday Engine - Feature #1460 (New): Remember the playing music in save gamehttps://tracker.dengine.net/issues/14602008-02-19T00:49:12Zvermil
<p>Is it possible to allow save games to remember the actual music track being played?</p>
<p>Currently, if you change the music mid-level through XG, the music defaults back to the level's original track if you load a save game after the music has changed.</p>
<p>Certainly, I could envisage that this one might be a little harder than it sounds because the save game code would have to also distinguish between XG music changes and things like the music cheat code.</p> Doomsday Engine - Bug #251 (Progressed): [Doom] Nightmare monsters sometimes not fasthttps://tracker.dengine.net/issues/2512005-08-23T00:27:49Zshmackyshmacky@users.sourceforge.net
<p>In Nightmare mode it is just like Ultra Violence but<br />with fast respawning monsters. Sometimes when loading<br />nightmare from</p>
<p>1. 2 simultaneous loadings<br />2. Loading from a saved game</p>
<p>Not all monsters are set on fast after such circumstances.</p>
<p><strong>Labels:</strong> Doom</p> Doomsday Engine - Feature #1203 (Progressed): Additional save slots — revised save managementhttps://tracker.dengine.net/issues/12032003-06-20T19:42:02Zskyjake
<p>How about an option to have more than 8 savegames in <br />jdoom, ideally 8 per custom wad file. Or somthing like <br />that.</p>
<p>Rob.</p>
<p><strong>Labels:</strong> User Interface</p>