Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312019-12-31T09:48:40ZTracker
Redmine Doomsday Engine - Bug #2388 (New): [Heretic] Stuck monsters can close the "open stay" doorhttps://tracker.dengine.net/issues/23882019-12-31T09:48:40Zsvl1
<p>There is a door. From my side, it opens with the action "D1 open stay", on the reverse side it opens with the action "DR open wait close". I open the door of D1, monsters are running at me, but they can’t go through the door, since I do not let them in, but they activate DR. After some time, I kill all the monsters, the door closes, and I can no longer open it. DR is not activated if monsters easily go through the door, only if for some reason they can’t go through the door.</p> Doomsday Engine - Feature #2387 (New): [Heretic] Sector floor cannot be lowered if a tall monster...https://tracker.dengine.net/issues/23872019-12-31T09:23:20Zsvl1
<p>It is impossible to lower a sector if there is a monster on it, the height of the height is greater than the height of the sector. The sector will lower if the monster is killed.</p> Doomsday Engine - Bug #2385 (New): [Heretic] Deactivating a one-time teleporthttps://tracker.dengine.net/issues/23852019-12-31T08:54:53Zsvl1
<p>The one-time teleport linedef is deactivated if it is crossed from the back. Monsters can also deactivate this linedef</p> Doomsday Engine - Bug #2107 (New): [Heretic] [Hexen] Line attacks produce no sound on impacthttps://tracker.dengine.net/issues/21072015-08-03T12:02:09Zvermil
<p>Line attack weapons in Heretic and HeXen produce no impact sounds when they hit a wall/floor, only when they hit a mobj.</p> Doomsday Engine - Bug #2048 (New): Particle effects obscure map objectshttps://tracker.dengine.net/issues/20482015-05-13T03:50:44Zrhargraveroman@hargrave.info
<p>I have attached definitions for all available game plugins, however this is an issue with the engine rather than the plugins. In short, given that you have one of these addons installed, bloodsplatter effects are rendered over items and enemies, among other things. This can be quite unpleasant when dealing with enemies in large quantities, as they will be hidden by the splatter -- especially when backed up against walls to which the splatter has attached.</p>
<p>Included are screenshots of the issue affecting Chex and Heretic. I have attached definitions for all plugins, however.</p> Doomsday Engine - Bug #2000 (New): [Heretic, Hexen] Finale/hub text must be scaled down to fit (i...https://tracker.dengine.net/issues/20002015-03-20T09:18:30Zskyjake
<p>There is a long standing issue with Heretic and HeXen's finale text not fitting on the screen. Currently there is a workaround where the text in those games is downscaled by default to 0.9.</p>
<p>The issue originates from the unification of the text drawing in the game plugins, where the Heretic/Hexen font metrics seem to be slightly different than the ones used in Doom.</p> Doomsday Engine - Bug #1967 (New): [Multiplayer] Heretic/HeXen liquid splashes/damaging floors do...https://tracker.dengine.net/issues/19672015-02-11T11:07:15Zvermil
<p>In Heretic and HeXen and HeXen MP, both liquid splashes and damaging floor effects occur twice.</p> Doomsday Engine - Bug #1894 (New): [Heretic] Map that relies on original footclippinghttps://tracker.dengine.net/issues/18942014-11-04T00:29:42Zvermil
<p>E1M2 of this Heretic pwad relies on the original games buggy foot clipping in order for the player to be able to pick up the Blue Key.</p>
<p><a class="external" href="http://www.doomworld.com/idgames/index.php?file=levels/heretic/a-c/aquaduct.zip">http://www.doomworld.com/idgames/index.php?file=levels/heretic/a-c/aquaduct.zip</a></p>
<p>In Vanilla Heretic, footclipping occurred as soon as the players mid point moved over a sector with an appropriate flat.</p>
<p>Dday sometime in the 1.9 series, changed this behaviour so that the player had to actually touch the appropriate flat before footclipping occurred.</p> Doomsday Engine - Bug #1744 (New): [Heretic] Waterfall sounds switch from left to right (centered...https://tracker.dengine.net/issues/17442014-04-08T22:00:17Zvermil
<p>In Dday, at the start of E3M8, the waterfall sounds switch from left to right, albeit consistently, rather than sounding centred like they do in Vanilla Heretic.</p>
<p>This suggests a scheduling bug.</p> Doomsday Engine - Feature #1602 (New): Improvements for map title in automaphttps://tracker.dengine.net/issues/16022013-10-18T13:56:34Zskyjake
<ul>
<li>add "map-title" cvar to enable automap title specifically</li>
<li>make display of map number optional</li>
<li>Doom: option to always use the Map Info name (override CWILV) like in Heretic/Hexen</li>
<li>Doom|Heretic: display the ExMy number rather than ID (add option)</li>
<li>Hexen: display the "warp" map number rather than the ID (add option)</li>
<li>Hexen: show hub number instead of map number</li>
<li>when screen size shrunk => title goes downward (scaling issue)</li>
</ul> Doomsday Engine - Bug #1032 (New): [Heretic] Badguy auto/raise lower to camerahttps://tracker.dengine.net/issues/10322012-04-24T09:31:07Zvermil
<p>Using Heretic's Gargoyles as a test, they continue to lower within melee range, where as in the original game they didn't.</p>
<p>This means that if the player moves forward while in melee with a Gargoyle, it will end up lowering further in Dday than it did in the original game.</p>
<p>I get the impression that the auto/lower to camera only tries to get the Gargoyle into a position where it can hit the player. Once the Gargoyle is in that position, it won't lower further.</p>
<p>This can be observed using the barrels on E1M1. A Gargoyle in the original game will not auto lower below the barrels, where as in Dday it will.</p>
<p>Obviously the above applies to Gargoyles that approach from a position above the players; Gargoyles can be spawned at any height including the floor and can end up at floor height from raising over terrain.</p>
<p><strong>Labels:</strong> Heretic</p> Doomsday Engine - Feature #1516 (New): [Heretic|Hexen] Add Doom-like option for fast monstershttps://tracker.dengine.net/issues/15162010-04-13T13:12:08Ztheleouatheleoua@users.sourceforge.net
<p>Now "-fast" for jHeretic work incorrect (gargoyles attack very rarely - they should attack more often, more agressive).<br />You can compare "skill 4 with -fast" and "skill 5" for see the difference.</p>
<p>"-fast" should make the "skill 5" behavior of monsters attack-rate.</p>
<p><strong>Labels:</strong> Gameplay</p> Doomsday Engine - Bug #671 (New): [Heretic] Enemy missile spreads have incorrect vertical aimhttps://tracker.dengine.net/issues/6712009-04-14T16:28:28Zvermil
<p>In Heretic in Beta6.1, the non-centre missiles for all bad guy missile spread attacks are being launched at slightly the wrong angle if the player is above or below the missiles spawn height.</p>
<p>If the player is above, the non-centre missiles are aimed slightly too low and if the player is below, they are aimed slightly too high. The centre missile is aimed correctly.</p>
<p>The Heretic bad guys with missile spread attacks are the Disciple, Maulotaur and D'sparil's serpent (once he takes enough damage in the case of the later).</p>
<p>Similar attacks in JDoom and JHeXen appear to be unaffected.</p>
<p><strong>Labels:</strong> Heretic</p> Doomsday Engine - Feature #1459 (New): Replacement of MT_POD unique behavior with flaghttps://tracker.dengine.net/issues/14592008-02-18T18:06:50Zvermil
<p>More an extension rather than a brand new feature request.</p>
<p>Heretic has a shootable object that isn't auto aimmed at, if you have auto aim on, in the form of it's Puff Pods (MT_POD).</p>
<p>A rumage through the part of the Dday src that handles auto aimming (p_map.c in common) reveals this is handled by an exception in which Dday simply checks wheter any of the shootable things in the players view have an ID of "POD".</p>
<pre><code class="c syntaxhl"><span class="CodeRay"> <span class="comment">// shoot a thing</span>
th = in->d.thing;
<span class="keyword">if</span>(th == shootthing)
<span class="keyword">return</span> <span class="predefined-constant">true</span>; <span class="comment">// can't shoot self</span>
<span class="keyword">if</span>(!(th->flags & MF_SHOOTABLE))
<span class="keyword">return</span> <span class="predefined-constant">true</span>; <span class="comment">// corpse or something</span>
<span class="preprocessor">#if</span> __JHERETIC__
<span class="keyword">if</span>(th->type == MT_POD)
<span class="keyword">return</span> <span class="predefined-constant">true</span>; <span class="comment">// Can't auto-aim at pods</span>
<span class="preprocessor">#endif</span>
</span></code></pre>
<p>If this could be done with a new flag instead of checking for the specific thing ID, it would allow a bit more creativity for mod makers at the cost of very little work to code in (I think it's even within my ability :p).</p>
<p>And before you ask, yes I have already got ideas for such a flag if it was implemented.</p> Doomsday Engine - Feature #1316 (New): HHE supporthttps://tracker.dengine.net/issues/13162004-01-01T15:13:48Zben2k9ben2k9@users.sourceforge.net
<p>Although the Heretic Hack Editor has been discontinued <br />(WHY???) it would be nice to have HHE support, just like <br />Dehacked patches (they are different, .deh files are <br />incompatable with Heretic).</p>
<p><strong>Labels:</strong> Customizability</p>