Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312015-05-13T03:50:44ZTracker
Redmine 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 - 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 #1618 (New): Decorations/effects for game events (power up, damage, etc.)https://tracker.dengine.net/issues/16182013-10-21T08:28:34Zskyjake
<p>Creation of an external definition to govern the visual effects of power-ups, damage, killed etc.</p>
<p>Maybe a standard definition (effects only) that is added to main definition (so that scaling etc is still correct).</p>
<p><em>(copied from an accidentally deleted old RFE called "Power Up Effects")</em></p> Doomsday Engine - Feature #1544 (New): Support for ZDoom's Decorate functionhttps://tracker.dengine.net/issues/15442011-08-03T22:47:33Zarchekruzarchekruz@users.sourceforge.net
<p>As far as I know, Doomsday's capability to modify weapon behavior, and add new weapons/monsters etc is limited to DeHacked patches and its own customization system. However, Zdoom and its derivatives are most popular for their Decorate function that allows modders to easily add in weapon, item, inventory, monsters and tweak their behaviour with great precision. Two ideas I have to implement compatibility in Doomsday for the DECORATE function is to a) have an extra DECORATE subsystem added to the codebase so it can also understand DECORATE code natively or b) an interpreter that can automatically translate DECORATE code into a language Doomsday can understand, (as faithfully as possible)</p>
<p>Question : Is jDoom capable of understanding ACS?</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Feature #1489 (New): Separate decor definitions for different plane typeshttps://tracker.dengine.net/issues/14892009-04-16T13:03:09Zvermil
<p>The ability to define separate decoration definitions for the same graphic depending upon what plane it is used on. A def to be used when the graphic is used on the floor, another one for when the graphic is used on the ceiling and another for walls.</p>
<p>Perhaps a flag like dcf_pwad etc?</p>
<p>Naturally, to maintain backward compatibility, the default would be to use the same decoration def for all surfaces (i.e. if none of the new flags alluded to above were present).</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Bug #514 (New): Light decoration placement on planes if origin is incident with...https://tracker.dengine.net/issues/5142008-05-29T10:23:36Zvermil
<p>Here are some example wads of some visual issues I have encountered in Dday.</p>
<p>TextureIssue.wad highlights an issue where the default renderer options seem to occasionally display different textures incorrectly on adjacent linedefs when one of said linedef's is of odd numbered length.</p>
<p>Entering "lowres" into the console alters the renderer options and causes this visual anomalie to vanish.</p>
<p>DynamicLight+ScrollingTexIssues.wad showcases another two visual issues (and includes a small DD_DEFNS lump within).</p>
<p>Firstly it shows that a flat based dynamic light not being rendered when it should be. The cause appears to be the linedef running directly through the part of the flat where the light should be rendered (splitting the exact pixel the light should be rendered on in two).</p>
<p>This wad also shows a minor offset issue regarding rightward scrolling textures. It seems Dday offset's any rightward scrolling texture by a fraction of a unit. With hi-res textures this is hardly noticeable, but when dealing with textures of a similar resolution to the originals, it can stand out (such as with the example textures I've used) quite a bit. Using "lowres" makes this one much easier to see.</p>
<p>I haven't yet been able to reproduce my "blurred texture" issue accurately other than nothing it appears to only occur when you change the height of an original texture (and replace the patches used on it with suitable new ones of course).</p>
<p>A small note, both these examples use different custom textures and palletes. The maps in both wads are Map01.</p>
<p>Vermil</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1430 (New): Particle generator decorations (e.g., particles from a wall)https://tracker.dengine.net/issues/14302006-10-07T11:24:32Zeunbolteunbolt@gmail.com
<p>Let particles be generated from walls.<br />This could mean fire effects on textures like "FIREMAG1"</p> Doomsday Engine - Feature #1296 (New): Light Stages for animated light sourceshttps://tracker.dengine.net/issues/12962003-10-03T07:33:45Zdanijdanij@dengine.net
<p>With the new lightmaps feature it would be great if we <br />could use stages to animate lights. The result would be <br />much improved lighting effects as fire could cast <br />flickering lights etc...</p>
<p>If top & bottom lightmaps where rotated based on the <br />angle of the source mobj it would allow for easier <br />creation of fancy lighting tricks.</p>
<p>Does the center of lightmaps have to be used when <br />positioning lightmaps? Could it be made possible to <br />specify the center of the light map with eg Center { X <br />Y } (would need to be a percentage 0-100).</p>
<p>Can lights be interpolated? eg size, color...</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1276 (New): Attach dynamic lights on modelshttps://tracker.dengine.net/issues/12762003-09-04T17:32:40Zdanijdanij@dengine.net
<p>A Dynamic Light that is positioned relative to the model.<br />With the option of a "Halo only flag".</p>
<p>Benefits:<br />Lights can be more accurately placed when using models.<br />More realistic lighting on the models producing the light <br />eg: Imp fireball casting light onto the Imp throwing it, <br />muzzle flashes would benefit from the same improvement.<br />Demons eyes glow in the dark with a halo (more realistic <br />than using the fullbright flag).</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1266 (New): Sound decorationshttps://tracker.dengine.net/issues/12662003-08-16T10:02:18Zskyjake
<p>A sound that comes from a texture or flat. Sound should <br />have a range/radius, otherwise it would turn out to be <br />disastrous cacophony if there are many sound <br />textures/flats.</p>
<p><strong>Labels:</strong> Sound</p> Doomsday Engine - Feature #1264 (New): Conditional decorationshttps://tracker.dengine.net/issues/12642003-08-12T13:19:05Zskyjake
<p>If a sector uses texture x and texture x has decor lights <br />defined then there should be a rules system which <br />governs whether the lights are used. <br />Eg: <br />If Sector A is larger than specified size and ceiling <br />texture is texture x then don't use lights. <br />If Sector B is 64x64 and floor texture is teleporter <br />texture then use effect B rather than effect A.</p>
<p>This same system should be used for particle generators <br />as well.</p>
<p>This system should then only be used for maps that <br />don't have map effect definitions.</p>
<p>Dani J</p>
<p><strong>Labels:</strong> Data</p>