Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-01-03T07:22:02ZTracker
Redmine Doomsday Engine - Feature #2439 (New): Copy/paste to/from clipboard in the command prompthttps://tracker.dengine.net/issues/24392021-01-03T07:22:02Zskyjake
<p>The command prompt (and any other input field) should support standard desktop clipboard copy and paste shortcuts.</p>
<p>The input fields don't have support for marking selected ranges, but instead copying can copy the entire contents of the field and pasting should insert text at the cursor.</p> Doomsday Engine - Feature #2395 (New): Exporting and importing game profiles (files and dengine.net)https://tracker.dengine.net/issues/23952020-01-05T09:07:45Zskyjake
<p>Custom game profiles should be exportable/importable. The exported profile could simply be a .dei file with just one profile.</p>
<p>An interesting prospect is allowing submitting custom profiles to dengine.net to a public repository that is browsable via Doomsday's game library UI. This would make it very easy to share profiles with other users. Profiles submitted to the public repo would have to be manually reviewed before being published, though, to check that the PWAD links are valid and the profile works correctly.</p> Doomsday Engine - Feature #2394 (New): Episodes defined in game profilehttps://tracker.dengine.net/issues/23942020-01-05T09:00:30Zskyjake
<p>@Drako:</p>
<blockquote>
<p>There should be an easy way to organize PWAD files as episodes in profiles. The PWAD files in such profiles should be automatically downloaded if the URL is provided. Maps in these PWAD could be identified by the CRC-32 of a PWAD and the MAP internal name (see <a class="issue tracker-1 status-1 priority-3 priority-high2" title="Bug: Recognizing IWAD/PWAD files with more accuracy (using CRC-32) (New)" href="https://tracker.dengine.net/issues/2382">#2382</a>).</p>
</blockquote>
<p>In practice, new information would be added in game.dei. An Episode block would specify one or more PWADs to load, and optionally a full Episode DED that specifies the level progression. Autogenerating a progression would also be possible be just looking at what maps are provided by the PWADs.<br /><pre>
profile {
name: Master Levels for DOOM II
game: doom2
episode "The Catwalk" {
pwads <CATWALK.WAD@120cd525>
# insert the Episode DED contents here
# (if missing, generate an Episode based on all the maps in the PWAD)
}
episode "Virgil's Lead" {
pwads <VIRGIL.WAD@4d0b58e8>
}
userCreated: True
useGameRequirements: True
autoStartSkill: 3
}</pre></p>
<p>Instead of "filename@crc32", the PWAD could also be specified as "download-url@crc32". (Need to deal with broken links, though?)</p> Doomsday Engine - Bug #2337 (Feedback): No doom II can be selected from the master list in the se...https://tracker.dengine.net/issues/23372019-06-26T04:35:38Ztacgnol
<p>No doom II can be selected from the master list in the server tab</p>
<p>probably not normal.</p>
<p>They are all greyed / not selectable.</p>
<p>My servers are on 2.1.1 stable. I didn't updated them for a while, or touched the config.</p> Doomsday Engine - Bug #2332 (New): Duplicate server entries on master-serverhttps://tracker.dengine.net/issues/23322019-06-24T14:39:03Zbond
<p>Start public server, stop it, wait until it disappear on master (imho tooo long), change (tcp) port and start it again - there will be two entries in master list: with old and new ports</p> Doomsday Engine - Feature #2325 (New): A way to vote for a specific maphttps://tracker.dengine.net/issues/23252019-03-25T06:28:29Ztacgnol
<p>Forum thread : <a class="external" href="https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer">https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer</a></p>
<p>A way to vote for a specific map by a regular player. A popup box could open after selecting the vote option, and then the player can select between all the available map on the server. If it can support pwad too, it would be perfect :)</p> Doomsday Engine - Bug #2308 (New): [UI] Package tags need to wrap to multiple lineshttps://tracker.dengine.net/issues/23082018-12-16T16:13:52Zxe_sued
<p>Addons/mods containing a larger set of descriptive tags, i.e. exceeding the usual amount of 3 to 4 tags, will have the display of tags bleed through the user interface boundaries and buttons in the Addon/MOD management dialog. This can leave tags being unreadable and unclickable (offscreen), tags bleeding through UI buttons take precedence over the button, making it difficult to actually click the 'details' and/or 'add' button.</p>
<p>Example screenshot attached, Doomsday for Windows x64 build 2904, Windows 10 x64 v1809</p> Doomsday Engine - Feature #1754 (New): Start local server using client GUIhttps://tracker.dengine.net/issues/17542014-04-18T07:36:50Zskyjake
<p>In order to facilitate <a class="issue tracker-2 status-7 priority-3 priority-high2" title="Feature: Use local server to run single-player games (Progressed)" href="https://tracker.dengine.net/issues/9">#9</a> and MP gameplay improvements, it should be possible to start a local server also via the client GUI.</p>
<p>In essence, this means the client can also act as a minimal Shell application. <code>libshell</code> needs to be enhanced to avoid any possible UI/feature redundancy between the Shell apps and the client's server manipulation UI.</p>
<p>This feature only covers ad-hoc servers: the server will be stopped when the hosting player quits.</p> Doomsday Engine - Feature #1630 (New): Implement game menus with InFine (InfineWidget)https://tracker.dengine.net/issues/16302013-10-22T10:20:08Zskyjake
<p>It is not ideal that game menus are completely hard-coded into the game plugins. Also, implementing the game menus directly on Doomsday UI widgets makes quite a large leap from generic components into game-specific ones.</p>
<p>One solution would be to replace the game plugins'/libcommon menu system with an InFine-based one. This would consolidate existing subsystems in a nice way, and act as a good use case for interactive, script-based InFine. It is also a good match for InFine because it is responsible for game-side UI animations; only the interactivity and scripted logic needs enhancing.</p>
<p>InFine-based menus would be easily extensible/modifiable by addons, especially if the functions activated by menu items would be implemented as script functions.</p>
<p>In practice, InFine would likely have to be refactored to use a separate Doomsday widget (<code>InfineWidget</code>) per each InFine layer (the menu, including all its subpages, would be a single layer).</p> Doomsday Engine - Feature #1608 (Progressed): Integrate Doomsday Scripthttps://tracker.dengine.net/issues/16082013-10-19T18:57:48Zskyjake
<a href="http://dengine.net/dew/index.php?title=Doomsday_Script_reference" class="external">Doomsday Script</a> should be integrated into all relevant subsystems.
<ul>
<li>Console should allow executing scripts.</li>
<li>InFine should allow embedding scripts within the animation commands.</li>
<li>XG should allow scripts for defining functionality instead of hard-coded line/sector classes.</li>
<li>Definitions should allow embedded scripts (via <code>ScriptedInfo</code>).</li>
<li>Game objects/entities should allow thinkers implemented as script functions.</li>
<li>UI logic and menu structure should be implemented as scripts.</li>
</ul> Doomsday Engine - Feature #1601 (In Progress): Package managementhttps://tracker.dengine.net/issues/16012013-10-18T13:41:21Zskyjake
<p>Doomsday should have an internal package manager for managing the installed addons and for accessing online repositories of addons.</p>
<p>One of the key features of the system should be modular packaging, which essentially means resource files packaged into folders by logical entity (game, mobj, etc.). This allows easily selecting which packages to use.</p>
<p>See also: <a href="http://dengine.net/dew/index.php?title=Resource_package" class="external">Resource Package proposal</a></p> Doomsday Engine - Bug #1089 (Progressed): [MP] Client cannot dismiss "Help/Info" finalehttps://tracker.dengine.net/issues/10892012-09-18T10:48:37Zskyjake
<p>While connected to a server, if the client selects the "Info"/"Read this" option in the main menu, it is impossible to dismiss the finale script showing the info/help screen without disconnecting from the server.</p>
<p><strong>Labels:</strong> Multiplayer, User Interface, Game Menu</p> Doomsday Engine - Bug #778 (Progressed): Gamepad usability issueshttps://tracker.dengine.net/issues/7782009-09-17T16:56:13Zdanijdanij@dengine.net
<p>After hearing several harrowing reports about completely broken joystick/joypad support in Doomsday I decided to pick myself up a wireless XBOX360 controller to try it out for myself (I had been planning on getting one anyway).</p>
<p>On starting Doomsday I expected that I would at least be able to get feedback from my joypad, however this was not the case. The only way I could get the joypad to even function was to change the default value of the variable "joydevice" (used with cvar "input-joy-device") in sys_input.c (Doomsday was defaulting to use device zero (which on this system is the virtual HID for my art tablet)).</p>
<p>Due to the problem with the config files not being read early enough there is no way to change the joystick/joypad device (obviously only affects systems with many HIDs but it is very common these days to have more than one (joypad, remote control, external laptop navpad, game boards...).</p>
<p>Next, I was on to trying the default bindings. Sadly, I was completely unable to start a game without first reconfiguring the controls and even then I ran into the following issues:</p>
<ul>
<li>After binding menu open/close to another button on the joypad I was able to open but not close the menu.</li>
<li>Impossible to bind the POV hat for anything useful (seems that B_BindCommand is deleting all other bindings for the hat when you create a new one (most likely lacking the angle qualifier)).</li>
<li>Possible to bind the joystick axes for menu navigation but once you do, the menu begins wildly repeating events (seems to be missing a repeat delay).</li>
<li>Axis position drifting. Regardless of how I configured the deadzone and scale values for a particular axis I could not eliminate the drifting.</li>
<li>No repeaters for the POV hat.</li>
<li>Lookspring is broken.</li>
<li>Most of the ctl-* cvars no longer work.</li>
<li>Due to the issue with held controls during bind context (de)activation (see here <a class="external" href="http://sourceforge.net/tracker/?func=detail&aid=2849414&group_id=74815&atid=542099">http://sourceforge.net/tracker/?func=detail&aid=2849414&group_id=74815&atid=542099</a>), most of what should be possible with the Doomsday binding system is not.</li>
</ul>
<p>Joystick/joypad support is not looking good atm.</p>
<p><strong>Labels:</strong> Controllers</p> Doomsday Engine - Feature #1449 (Progressed): Setup bindings/controls via taskbar UIhttps://tracker.dengine.net/issues/14492007-06-07T09:48:51Zharryboamharryboam@users.sourceforge.net
<p>I think it would greatly ease the use of Doomsday for first time users if all the options were done from the control panel, such as the controls, HUD options etc as you can use a mouse to select things, so would get the job done fairly quickly. Or it would be nice to have an extra tab in snowberry to set the controls.</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Feature #1308 (Progressed): Splitscreen multiplayerhttps://tracker.dengine.net/issues/13082003-11-01T12:50:11Zjaqubossjaquboss@users.sourceforge.net
<p>Splitscreen coops in legacy are great.<br />(better that LANcoop games)<br />Let´s add splitscreen to Doomsday!!!</p>