Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-01-22T06:32:59ZTracker
Redmine Doomsday Engine - Bug #2404 (New): REKKR compatibility issueshttps://tracker.dengine.net/issues/24042020-01-22T06:32:59Zskyjake
<p>There is a number of problems with <a href="https://www.doomworld.com/idgames/levels/doom/megawads/rekkr" class="external">REKKR.</a></p>
<ul>
<li>Some main menu items not visible (episode, skill selection) — overdrawn by background graphic, or text patches not used?</li>
<li>Sound effects</li>
<li>Spurious particle generators — disable default generators for modded things</li>
</ul> Doomsday Engine - Feature #2295 (New): Support XBOX version of Doomhttps://tracker.dengine.net/issues/22952018-11-09T07:46:57Zskyjake
<p>Drako wrote:</p>
<blockquote>
<p>I did some testing with DOOM.WAD and IWADConverter. I converted doom.wad to the XBOX version. It contains a new secret map E1M10 "SEWERS". There is a new exit in E1M1 to this map but in many ports (including doomsday) that exit sends the player to E1M9. Crispy Doom works as expected in that matter, Then the exit from E1M10 should send player to E1M2 (instead of E1M! as it happens in some source ports). <br />Another issue (not tested by me yet), according to IWADconverter is <br />"- E4M1 is modified so that the player<br />is unable to lower the rectangular<br />structure hiding the "NIN" logo.<br />Thus one cannot get 100% kills and<br />secrets on E4M1 with this version." <br />I would be very nice if doomsday can handle these issues.</p>
</blockquote>
<p>Needs a new game mode (doom1-xbox) and suitable Episode definition(s).</p> Doomsday Engine - Bug #2258 (New): [Doom] Falling through 3D bridgeshttps://tracker.dengine.net/issues/22582017-07-21T03:40:34Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>These are the "3D" bridges in which an invisible platform is raised to cross when going over the bridge and the platform drops to the ground when going under. There are a couple of bridges in Plutonia 2 where you can fall through them if you are standing on them. You're fine if you walk or run over the bridge. If you fall through, you will be trapped within that platform that rises/falls, usually a rectangular shape. This doesn't appear to happen in other ports.</p>
<p>There are at least two areas where this happens. One of them is the bridge in Plutonia 2 Map05, right behind the starting area. There is one at -885, -665, -272 in Map11 where this issue also happens.</p> Doomsday Engine - Bug #2109 (New): [Doom] "Doomsday of UAC" invisible stairs not climablehttps://tracker.dengine.net/issues/21092015-08-08T22:46:54Zvermil
<p>Doomsday of UAC is one of the most famous early Doom pwads, partly because it features the earliest known example of the self referencing sector hack, used to create both invisible stairs and a floating Cyber Demon.</p>
<p>However, Doomsday has never supported the self referencing hack in the way it is used to create the main body of the mentioned stairs. Thus this famous pwad has never been playable through in Dday (and I don't just mean visually, I mean actually playing it through).</p>
<p><a class="external" href="http://doomwiki.org/wiki/Doomsday_of_UAC">http://doomwiki.org/wiki/Doomsday_of_UAC</a><br /><a class="external" href="http://www.doomworld.com/idgames/?file=levels/doom/s-u/uac_dead.zip">http://www.doomworld.com/idgames/?file=levels/doom/s-u/uac_dead.zip</a></p> Doomsday Engine - Bug #2104 (New): [Doom] Boss Brain generators incorrect positionhttps://tracker.dengine.net/issues/21042015-07-29T10:07:21Zvermil
<p>It seems that the default generators attached to the Boss Brain's death explosions, all appear at the top or bottom of the wall instead of on the actual explosions. The rocket trail generators attached to them appear to appear in the correct places though (i.e on the explosions).</p> Doomsday Engine - Bug #2097 (New): [Doom] Lost Soul boucing accuracy in Ultimate Doomhttps://tracker.dengine.net/issues/20972015-07-03T01:17:10Zvermil
<p>As is widely known, a coding mistake meant that Lost Souls don't bounce off floors and ceilings in Doom1 + 2.</p>
<p>However, this was fixed in both Final Doom, Ultimate Doom and also Doom95 (which fixes the bug in all versions of Doom when ran through Doom95).</p>
<p>However, Dday only replicates the fix for Final Doom meaning it currently neither respects the original executables or Doom95 100%.</p>
<p>Something like this would be needed to mimic the original executables, with the bit in bold being the correction:</p>
<p>dd_bool const correctLostSoulBounce = ( <strong>gameMode doom_ultimate</strong> || gameMode doom2_plut || gameMode == doom2_tnt); "</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 #2013 (New): [Doom] Pain Elemental Vanilla/Boom compatibility optionhttps://tracker.dengine.net/issues/20132015-04-08T17:05:05Zvermil
<p>In Vanilla Doom, Pain Elementals can fire their Lost Souls through impassable barriers; this is taken advantage of on Map28 of Doom2.</p>
<p>However Boom changed the spawning behaviour of a PE's Lost Souls, which in turn both prevents Lost Souls being launched through impassable barriers and also prevents them being spawned at sharp vertical angles that Vanilla Doom allowed.</p>
<p>Dday has changed this behaviour to match Boom but currently offers no compatibility option to restore Vanilla Doom's behaviour (which is also expected by some classic pwads)</p> Doomsday Engine - Bug #2012 (New): [Doom] Boom bug in Memento Mori IIhttps://tracker.dengine.net/issues/20122015-04-08T17:01:37Zvermil
<p>Memento Mori II Map 25 suffers a well known game breaking bug in Boom, due to changed behaviour in Boom versus Vanilla.</p>
<p>Dday's Boom support has progressed far enough that it has now implemented the changed Boom behaviour in question and hence suffers this bug (when previously, it obviously didn't, due to lack of Boom support).</p>
<p>Other Boom supporting port's have dealt with the issue through optional and/or forced compatibility options when running the map. Dday doesn't yet feature a compatibility option for dealing with it however.</p>
<ul>
<li><a href="http://doomwiki.org/wiki/MAP25:_Forgotten_Town_(Memento_Mori_II)#Bugs" class="external">Description of the bugs</a></li>
<li><a href="http://www.doomworld.com/idgames/?file=themes/mm/mm2.zip" class="external">Download mm2.zip</a></li>
</ul> Doomsday Engine - Bug #1989 (New): Client assert fail (possible crash) if joining game during int...https://tracker.dengine.net/issues/19892015-03-08T17:04:10Zskyjake
<p>If the server is in the intermission screen, a client connects, and then triggers the Fire control (to advance to the next map), the client has an assertion failure: <pre>ASSERT failure in QList<T>::operator[]: "index out of range"</pre></p>
<p>Relevant stack trace:<br /><pre>5 doom 0x0000000118f28450 QList<internal::wianimstate_t>::operator[](int) + 96 (qlist.h:486)
6 doom 0x0000000118f2247d beginAnimations() + 173 (intermission.cpp:540)
7 doom 0x0000000118f227e4 initShowNextMap() + 36 (intermission.cpp:637)
8 doom 0x0000000118f22784 IN_SetState(interludestate_t) + 84 (intermission.cpp:1544)
9 doom 0x0000000118f5b13c NetCl_Intermission + 540 (d_netcl.cpp:710)
10 doom 0x0000000118f58ec6 D_HandlePacket + 838 (d_net.cpp:578)
11 0x000000010c7cd8ff Cl_GetPackets() + 1375
</pre></p> Doomsday Engine - Bug #1988 (New): [MP] When spawning on a weapon, weapon fires at speed of pistolhttps://tracker.dengine.net/issues/19882015-03-08T02:10:33Zeunbolteunbolt@gmail.com
<p>not sure if this is still a bug.<br />When spawning ontop of a weapon in deathmatch, latest doomsday stable build doomsday 1.14-5<br />sprite stays as pistol, and you fire whatever you spawned on at the speed of the pistol<br />e.g. pistol fireing speed rocket launcher.</p>
<p>bug can be reporoduced on nz/au dwango12 deathmatch</p> Doomsday Engine - Bug #1928 (New): GameSession: ThingArchive::serialIdFor: Thing archive exhausted!https://tracker.dengine.net/issues/19282014-12-11T22:52:03Zvermil
<p>A second or two after I made a save game (sav0) on Map19 of this Doom2 pwad everything froze in some sort of judder (i.e I and all the mobjs froze, but were running on the spot and juddering back and forth respectively.</p>
<p><a class="external" href="http://www.doomworld.com/idgames/?file=levels/doom2/megawads/3ha2.zip">http://www.doomworld.com/idgames/?file=levels/doom2/megawads/3ha2.zip</a></p>
<p>A short while later, Dday closed with this error message: "GameSession: ThingArchive::serialIdFor: Thing archive exhausted!"</p>
<p>Further tests revealed it always occurred within a second or so of loading the above mentioned save game, though if I changed maps, everything appeared to work as normal.</p>
<p>I also attempted to make a save game (sav01) during a freeze, but the resulting save was corrupted and Dday crashes when I try to load it.</p>
<p>Both save games are attached below.</p> Doomsday Engine - Bug #1921 (New): [Doom] No screen wipe from map to post map InFinehttps://tracker.dengine.net/issues/19212014-12-04T00:37:48Zvermil
<p>Doomsday doesn't screen wipe when an infine def is the first thing to play after the map (i.e the nointermission flag is in the mapinfo def).</p>
<p>This doesn't replicate Vanilla Doom, where a screen wipe occurred in such cases.</p>
<p>Test cases for this are all the ExM8 maps in Doom1.</p> Doomsday Engine - Bug #1735 (New): Doom2 PWAD save games use level name from IWADhttps://tracker.dengine.net/issues/17352014-03-13T03:08:48Zmezlobrentmhk@gmail.com
<p>While playing Doom 2 with PWAD files, when you press F2 to save a game, it defaults the save name to the name of the PWAD followed by the level name from the IWAD. It should use the level name from the PWAD instead.</p> Doomsday Engine - Bug #1701 (New): [Doom] Map08/ExM8 sound emulationhttps://tracker.dengine.net/issues/17012014-01-03T17:03:35Zvermil
<p>In Vanilla Doom, on ExM8 and Map08, all sounds are not cut off.</p>
<p>However, Dday only replicates this behaviour for the sight, walking and death sounds (though not their attacking sounds) of the Cyber Demon and Spider Demon, not all sounds.</p>
<p>If this was a deliberate change, my apologies.</p>