Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-01-05T09:00:30ZTracker
Redmine 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 - Feature #2393 (New): Map selection UI for Master Levels for Doom II (Episode wi...https://tracker.dengine.net/issues/23932020-01-03T06:44:58Zskyjake
<p>There should be a convenient way to play the Master Levels.</p>
Possible approaches:
<ul>
<li>Master Levels could use custom Episode definitions. This would allow selecting the PWAD via the New Game menu, after which the right PWAD would be loaded automatically and the game would start in the first map of the PWAD. Requires enhancing the Episode definitions with an "Additional Packages" property. The Master Levels Episodes DED could come built-in with Doomsday and be loaded via a built-in profile in the game library if any Master Levels are available.</li>
<li><del>The Master Levels could be automatically added to the game library as one or more built-in profiles. Perhaps appearing as a single game profile with an additional ChoiceWidget for selecting the PWAD to play.</del></li>
</ul>
For reference:
<ul>
<li><a class="external" href="https://doomwiki.org/wiki/Master_Levels_for_Doom_II">https://doomwiki.org/wiki/Master_Levels_for_Doom_II</a></li>
<li><a class="external" href="https://doomwiki.org/wiki/DOOM-IT">https://doomwiki.org/wiki/DOOM-IT</a> (original console launcher)</li>
</ul> Doomsday Engine - Feature #2281 (New): Apply Values in Hexenhttps://tracker.dengine.net/issues/22812018-08-29T09:17:51Zskyjake
<p>Enable player values such as max health, max armour, max mana, item pickup amounts specifiable via Values.ded file like jDoom.</p> Doomsday Engine - Bug #2120 (New): Failed to reject MAPINFO data in ZDoom-extended syntax (requir...https://tracker.dengine.net/issues/21202015-10-11T22:17:02Zdanijdanij@dengine.net
<p>The ZDoom-extended <code>MAPINFO</code> syntax makes a various changes to the Hexen syntax (supported). While the existing parser detects and handles the majority of these changes gracefully, there is however a couple of previously required definition statement parameters which have been made optional in the ZDoom-extended syntax:</p>
<p>The second <em>scrolldelta</em> parameters of <code>Map.sky1</code> / <code>Map.sky2</code> are no longer required (default: 0)</p>
<p>Presently, the MAPINFO parser in idtech1converter fails to handle this correctly.</p> Doomsday Engine - Feature #2093 (New): Processing definitions generated from MAPINFO in ZDoom vs....https://tracker.dengine.net/issues/20932015-06-19T15:11:25Zskyjake
<p>Processing of the information in the MAPINFO lump depends on whether the lump is from Hexen or from ZDoom. The requirements for these two use cases are different, so the same logic cannot be used. In 1.15.0, the definitions from MAPINFO are processed in a ZDoom-friendly way, but this doesn't fully work in Hexen (<a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: [Hexen] Spurious warning messages about music ("ignoring unknown music in TranslatedMapinfos") (Closed)" href="https://tracker.dengine.net/issues/2083">#2083</a>).</p> Doomsday Engine - Bug #2090 (New): Missile with no death state errorhttps://tracker.dengine.net/issues/20902015-06-13T22:25:40Zvermil
<p>A long standing issue that occurs almost every time a missile with a null death state impacts something</p>
<p>Dday 1.8.6 had no issue with this set up (i.e it didn't crash), but newer versions of Dday crash with a seg fault. Upon testing again recently in Dday, it now produces the below error message:</p>
<pre>"Loop: Uncaught exception during loop iteration:
[Error] (Mobj_BspLeafAtOrigin) Mobj is not yet linked
^ : Application terminated due to exception:linked
^ : Application terminated due to exception:
Uncaught exception during loop iteration:
[Error] (Mobj_BspLeafAtOrigin) Mobj is not yet linked"
</pre> Doomsday Engine - Feature #2051 (New): XG test suite / demo maphttps://tracker.dengine.net/issues/20512015-05-14T11:56:41Zskyjake
<p>We need a map that tests all the features of XG in a systematic fashion. This can then act as a test suite to fix regressions, demonstrate the capabilities of XG, and offer examples to modders about how to use XG.</p>
<p>As a test suite, the map does not need to have a coherent design or theme; the main purpose is to verify that all features of XG features are working correctly.</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 #1957 (New): [Doom] God Mode cheat doesn't respect Values defhttps://tracker.dengine.net/issues/19572015-01-30T20:18:08Zvermil
<p>An element of the god mode cheat (IDDQD or 'god') still appears to set some internal element of the players health to 100, irrespective of what the values def god mode health is set to. Though the cheat still appears to set the players actual health to the amount specified in the god mode health values def field.</p>
<p>I have noticed because I co-incidentally wrote an XG def that activates when the players health is 100 (the player defaults to a health value lower than 100 in my mod) or higher and enabled god mode for testing other things.</p>
<p>Also, on a related note, the 'give h' console command set's the players health to 100, completely ignoring the values def values. It should probably instead set the players health to either the max health or health limit specified in the values defs.</p> Doomsday Engine - Bug #1858 (New): 0 tic/time handlinghttps://tracker.dengine.net/issues/18582014-08-22T11:08:18Zvermil
<p>Modern Dday with it's higher precision math (I assume this is the cause) is unable to handle 0 tic/time lengths in ded's reliably (i.e XG, mobj defs etc) unlike 1.8.6; it seg faults, infinite loops etc.</p>
<p>May I raise the possibility of DDay automatically correcting such (i.e automatically converting 0 time values to the equivalent of the minimum amount of time the definition type supports? To avoid fatal errors and crashes in Dday.</p>
<p>I suggest an automatic correction because older mods may have used 0 tic/time values.</p> Doomsday Engine - Feature #1844 (New): Support ZDoom's skill definitions in MAPINFOhttps://tracker.dengine.net/issues/18442014-07-17T17:17:25Zdanijdanij@dengine.net
<p>ZDoom has introduced a new 'skill' definition type in MAPINFO for the purpose of defining the properties of the various skill modes implemented by the game and/or mod.</p> Doomsday Engine - Feature #1762 (New): Game hierarchyhttps://tracker.dengine.net/issues/17622014-04-18T08:12:47Zskyjake
<p>Many of the supported games are variants of some other supported game. Therefore, games should form a hierarchy so that one can refer to multiple games by using the common parent game's identity key.</p>
A hierarchy like this allows modelling the relationships between extended games and variant games
<ul>
<li>doom
<ul>
<li>1
<ul>
<li>ultimate</li>
</ul>
</li>
<li>2
<ul>
<li>tnt</li>
<li>plutonia</li>
</ul>
</li>
</ul>
</li>
<li>heretic
<ul>
<li>serpentriders</li>
</ul>
</li>
<li>hexen
<ul>
<li>1.0</li>
<li>1.1
<ul>
<li>dk</li>
</ul></li>
</ul></li>
</ul>
<p>Note that <code>game::Game</code> already supports specifying a "variant of" identifier for each game.</p> Doomsday Engine - Feature #1727 (New): Apply colored sector lighting by sector via DEDhttps://tracker.dengine.net/issues/17272014-02-09T19:43:13Zvermil
<p>Many of Dday's visual effects (i.e generators, decorations, material glows etc) can be or are automatically applied to any map.</p>
<p>However, coloured sector lighting, aside from sky glow related, has always been locked to XG, which can't be easily applied to an already made map.</p>
<p>I wonder about the possibly of being able to apply coloured sector lighting to an already made map, either by material or on a sector by sector basis?</p>
<p>Naturally, the later would require ded's to be specifically written for the map in question, which would in turn require some sort of way of linking a definition to a specific map of a specific pwad, to be clean (i.e that would allow one single ded that contains coloured sector lighting for any number of pwads, rather than a separate ded for each map and/or pwad).</p> Doomsday Engine - Feature #1726 (New): Remapping the colours on a texture via material defhttps://tracker.dengine.net/issues/17262014-02-09T19:33:16Zvermil
<p>Something I've always wondered about, is the possibility of remapping the colours on a texture via a material def.</p>
<p>For instance, the now dead Skulltag port used to come with a large texture wad that bloated the ports download size, simply to provide red and blue coloured variants of Vanilla Doom textures.</p>
<p>There are also several texture packs out there that exist solely to provide re-coloured variants of Vanilla Doom textures.</p>
<p>I suppose I could also repeat this for sprites and note that some other ports do have simple recoloring options for sprites (i.e remapping colour X to colour Y).</p> Doomsday Engine - Bug #1723 (New): [Value def's] impossible to remove pistolhttps://tracker.dengine.net/issues/17232014-02-02T22:26:17Zvermil
<p>Doomsday's value defs allow modders to set what weapon(s) a player starts with.</p>
<p>However, the player is always given the pistol regardless of whether they set the weapon to 'owned' or not.</p>