Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-02-17T16:28:19ZTracker
Redmine Doomsday Engine - Bug #2450 (New): weapon stretchedhttps://tracker.dengine.net/issues/24502021-02-17T16:28:19ZMagmarock64
<p>Even when 1 to 1 aspect ratio is selected the weapons sprites in all Doom Heretic and Hexen games is still stretched to much</p> Doomsday Engine - Bug #1929 (Progressed): Sprite priority handlinghttps://tracker.dengine.net/issues/19292014-12-12T20:31:24Zvermil
<p>If presented with multiple sprite lumps that cover the same frame, Dday appears to prioritize them differently to Chocolate Doom.</p>
<p>1.POSSA0<br />2.POSSA2A8<br />3.POSSA2+POSSA8</p>
<p>Dday appears to prioritize in the order of 1,2,3. But Chocolate Doom appears to prioritize in the order of 3,2,1. This actually means Dday can end up using both A0 and A2A8/A2+A8 at the same time.</p>
<p>I admit that I haven't tested this one against Vanilla Doom, but I have read that Vanilla Doom should match Chocolate Doom in this regard (and it would be a mistake in Chocolate Doom if it didn't match Vanilla with this).</p> Doomsday Engine - Bug #1897 (New): Slightly different sprite clipping in Dday versus vanillahttps://tracker.dengine.net/issues/18972014-11-12T11:41:56Zvermil
<p>This is a very small thing, but it is a difference versus Vanilla.</p>
<p>Here is a pwad made to test clipping of sprites partially under invisible floors; the 320x200 screenshot is from Vanilla Heretic, while the 1900x1080 screenshot is from Doomsday.</p>
<p>In Vanilla Heretic, all the key mobj's are visible above the invisible floors, but in Dday only half of them are.</p>
<p>The screen shots show two groups of six key's in invisible pits, one group with liquid flats and other without (the liquid flats weren't needed as key's are unaffected by the clipping).</p> Doomsday Engine - Feature #1616 (New): Selector for spriteshttps://tracker.dengine.net/issues/16162013-10-21T07:23:03Zskyjake
<p><em>(suggested by vermil)</em></p>
<p>It might also be interesting to see the selector mechanism of models extended to sprites.</p>
<p>For instance, Doomers have made custom sprites of the Doom marine carrying every weapon and a bunch of Imp sprite variants.</p> Doomsday Engine - Feature #1559 (New): State and sprite without a mobj (SMT2A0/STLAG)https://tracker.dengine.net/issues/15592012-05-05T17:15:31Zvermil
<p>I imagine the summary is probably very vague, but I couldn't think of a better one.</p>
<p>In Doom and Doom2, there is an unused sprite, SMT2A0, of a grey stalagmite. This sprite is attached to an unused state called "STLAG".</p>
<p>Skulltag, followed by ZDoom and other decorate supporting ports added a mob def for this state and sprite:</p>
<pre>
ACTOR Stalagmite 5050
{
Game Doom
Radius 16
Height 48
+SOLID
States
{
Spawn:
SMT2 A -1
Stop
}
}
</pre>
<p>How likely is it that Doomsday could do the same; I’m mainly thinking of cross port compatibility?</p> Doomsday Engine - Bug #1008 (New): HUD weapon discrepancy (in release build?)https://tracker.dengine.net/issues/10082012-03-09T21:17:45Zdanijdanij@dengine.net
<p>Load Heretic with the attached DED in a _DEBUG build and switch to the Blaster. The weapon should fire, lower and remain lowered (hidden). However, in a release build the weapon is not hidden and is instead drawn floating at the top of the view window.</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1546 (New): Option for particle generator to hide spritehttps://tracker.dengine.net/issues/15462011-09-29T12:55:19Zvermil
<p>I would like to request the addition of a field to particle generators that stops the sprite rendering during the state or maybe even permanently past that point.</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Bug #967 (New): Sprite angling incorrect at sharp angleshttps://tracker.dengine.net/issues/9672011-09-12T12:14:20Zvermil
<p>If one sidesteps after firing a rocket upward at a sharp angle, it looks like Dday is angling the sprite incorrectly as it rotates. Indeed the angling seems to get progressively worse and revert based on which sprite angle is being shown.</p>
<p>Please See the attached screenshot.</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Bug #684 (New): Sprites moving up if their bottom intersects the floorhttps://tracker.dengine.net/issues/6842009-05-07T10:15:36Zvermil
<p>Dday correctly cuts off a sprite horizontally when it clip's through a wall. But vertically, it shifts the sprite upward independent of the mobj, to display all of the sprite, instead of clipping it vertically where appropriate.</p>
<p>I attached a screenshot from both Dday and GZDoom to illustrate this.</p>
<p><strong>Labels:</strong> Graphics</p>