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 - 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 - Feature #2057 (New): Multiple client instanceshttps://tracker.dengine.net/issues/20572015-05-16T15:24:36Zskyjake
<p>With Snowberry gone, it is feasible to add support for running multiple client instances. When the client is starting, it should check if there already are running instances, and if so, automatically select a new userdir for the new instance.</p>
<p>If the first instance uses, e.g., "~/.doomsday/runtime", the second one could just add a running number: "~/.doomsday/runtime2".</p> Doomsday Engine - Bug #2055 (New): [MP] Multiple instances can't connect to a local serverhttps://tracker.dengine.net/issues/20552015-05-16T10:46:01Zvermil
<p>Multiple instances of Dday running on the same computer can't connect to the same server; Dday immediately disconnects the second player citing a duplicate connection.</p>
<p>In this case, the shell console interestingly incorrectly lists this second players connection time as the time the first player has currently been connected for.</p> Doomsday Engine - Feature #2032 (New): Game world debugger/inspector sidebarhttps://tracker.dengine.net/issues/20322015-05-03T21:40:35Zskyjake
<p>When debugging gameplay issues, it would be helpful to see more information about objects visually in addition to just ID numbers overlaid on top of the game view.</p>
A new sidebar could be added as a debugging aid, for both developers and map authors:
<ul>
<li>Add persistent "watches" on specific objects and surfaces, to see information boxes displaying their state.</li>
<li>Highlight when values change.</li>
<li>Trigger a breakpoint when a certain value changes (?).</li>
<li>Edit state values on the fly (?).</li>
</ul>
<p>This would essentially be a GUI for the <code>inspect*</code> console commands.</p> Doomsday Engine - Bug #1972 (New): [MP] Fast-moving planes not always reach destination on client...https://tracker.dengine.net/issues/19722015-02-11T18:44:58Zskyjake
<p>When playing on a remote server with a ping of ~250ms, sometimes fast-moving planes do not reach their destination but rather stop one tic's (?) distance from the target height.</p>
<p>MP setup: coop Doom II MAP26 with plenty of moving enemies.</p> Doomsday Engine - Feature #1917 (New): Copy alert text to Clipboardhttps://tracker.dengine.net/issues/19172014-11-29T00:57:30Zdanijdanij@dengine.net
<p>It would be very helpful if there was button in the Alert notification widget to copy the notifications to the clipboard. Presently one must copy that info manually.</p> Doomsday Engine - Bug #1815 (New): Screen wipe still smoothed with Vanilla renderer profile (cons...https://tracker.dengine.net/issues/18152014-05-27T19:20:40Zdanijdanij@dengine.net
<p>When activating the Vanilla renderer profile in Doom, the transition style would ideally change from the default "smoothed" version to the non-smoothed version.</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 #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 #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 #1406 (New): Record particles and other effects in demoshttps://tracker.dengine.net/issues/14062006-07-28T23:35:41Zic41213ic41213@users.sourceforge.net
<p>i absolutly hate how the blood effects (of the JDRP)<br />don't show up when replaying recorded demos - it <br />totally takes away the fun of watching demos.</p>
<p>can you fix this?</p> Doomsday Engine - Feature #1194 (New): Viewing other players' cameras ("spy" command)https://tracker.dengine.net/issues/11942003-06-16T15:28:07Ztolwyntolwyn@tolwyn.com
<p>(Default F12).<br />The SPY command does not work as advertised. :)</p>
<p><strong>Labels:</strong> Gameplay</p>