Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-11-24T12:51:14ZTracker
Redmine Doomsday Engine - Bug #2436 (In Progress): Incompatibility with the new M1https://tracker.dengine.net/issues/24362020-11-24T12:51:14Zapplecrypt
<p>Just upgraded to the new Mac Mini (M1) 8GB/512GB HDD.<br />Re-downloaded Doomsday (both for stable and then unstable) but neither works properly. The game loads either version of Doom okay - but the main menu text is blurred out red. I can still use this menu so started a new game. The textures aren't working and everything looks quite plain and cartoon-like.</p>
<p>I'm using the same WADs for Doom1/2 that I've been using for years with Doomsday. So, I'm assuming this is something to do with the new M1 processors?</p>
<p>Fwiw, Doom 2 says "Missing Data Files". But, these are all the same WADs I've used for years :?</p>
<p>Hoping this helps?</p>
<p>Cheers<br />Steve</p> Doomsday Engine - Feature #2188 (New): Use OpenVR SDK for virtual realityhttps://tracker.dengine.net/issues/21882016-11-30T07:43:02Zskyjake
<p>Supporting many HMDs with one SDK is better than using HMD-specific SDKs. Unless, of course, there are a technical caveats that hinder the end-user experience...</p>
<p>Should look into using OpenVR SDK (SteamVR) for virtual reality support. Also wouldn't hurt to update the LibOVR code to work with LibOVR 1.10+.</p> Doomsday Engine - Bug #2180 (New): Task bar shows only partially (Intel Mobility)https://tracker.dengine.net/issues/21802016-10-10T05:51:13ZDrako
<p>Build 2109 (and earlier)</p>
<p>When I press ESC to see the task bar on the home screen only the left portion of it appears - the command line (1.jpg). When I click on the right bottom corner the menu appears (2.jpg)</p> Doomsday Engine - Feature #1945 (Resolved): Efficient reuse of world geometry across multiple fra...https://tracker.dengine.net/issues/19452015-01-13T13:44:08Zskyjake
<p>One of the most fundamental performance problems of the old 1.x renderer is that every time the player view is drawn, world surfaces are recomputed into GL geometry. (One can see how costly this is by freezing the rendering lists.) However, many rendering techniques require rendering all or some parts of the world multiple times: VR modes draw dual views, shadow mapping requires passes from lights' point of view, reflections need several passes for dynamic cube maps, and overall most of the world remains static across frames so recomputing geometry is wasted effort.</p>
<p>In practice, geometry should be stored as a reasonably small number of static vertex buffers. We should explore if moving planes could be partially or even completely implemented similarly to skeletal animation, where certain vertices would be affected by selected transformations. The trick would be to do this efficiently only for the needed planes, and only when the planes are expected to move. (After all, it is not necessary to efficiently support for <strong>all</strong> planes to move in the map with no foreknowledge.)</p>
Benchmarking:
<ul>
<li><a class="external" href="http://www.moddb.com/games/doom-compile-project">http://www.moddb.com/games/doom-compile-project</a></li>
</ul> Doomsday Engine - Feature #1886 (In Progress): Use SDL 2 for window management, display modes, co...https://tracker.dengine.net/issues/18862014-10-20T15:17:31Zskyjake
<p>SDL 2 has quite good support for low-level functionality that is essential to games. Particularly, it supports native input APIs like XInput on Windows, for raw device events. Using SDL 2 instead of custom code and Qt for all these things (wm, video, input) should improve robustness and reduce the maintenance burden.</p>
In practice:
<ul>
<li>SDL 2 should be linked to libgui and there should be a variant of GLWindow that creates an underlying SDL_Window.</li>
<li>DisplayMode should be removed and replaced with SDL video functions.</li>
<li>Qt's OpenGL API wrappers should still be usable with an SDL-created OpenGL context (after creating a QOpenGLContext representing the previously created context).</li>
</ul> Doomsday Engine - Feature #1623 (Progressed): Shadershttps://tracker.dengine.net/issues/16232013-10-22T07:53:57Zskyjake
<p>Support for vertex and fragment shaders for surfaces, objects, and UI.</p>
<p><code>libgui</code> already implements the basic support for shaders, and the new UI framework uses them for drawing the taskbar and other UI elements. The next step is to use them in game and map rendering.</p> Doomsday Engine - Bug #1125 (New): Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/11252013-07-25T01:25:41Zgalt_gendogalt_gendo@users.sourceforge.net
<p>First of all, Allura as commit browser utterly sucks.<br />This might be already fixed in the repo, but as it is, I can't tell without 'git clone'.</p>
<p>I've just built 1.11.0, got hit by '-reconfig' problem, but following is independent (tested by moving .doomsday dir).</p>
<p>(it may matter: Qt 4.8.5)</p>
<p>All I'm getting from doomsday is a segfault right as the loading wheel is about to completely fill.<br />The backtrace isn't very enlightening (there's a noticeable lack of debugging symbols in doomsday - I might fix that, but not sure it it helps):<br /> #0 0x081e43e7 in FontLineWrapping::font() const ()<br /> #1 0x081db320 in GLTextComposer::update() ()<br /> #2 0x081e78ad in LabelWidget::update() ()<br /> #3 0xb7e1505b in de::Widget::notifyTree(de::Widget::NotifyArgs const&) ()<br /> from /usr/games/lib/libdeng2.so.2<br /> <a class="issue tracker-2 status-2 priority-2 priority-default parent" title="Feature: UI improvements (In Progress)" href="https://tracker.dengine.net/issues/4">#4</a> 0xb7e10de3 in de::RootWidget::update() ()<br /> from /usr/games/lib/libdeng2.so.2<br /> <a class="issue tracker-2 status-5 priority-2 priority-default closed child" title="Feature: Multiplayer UI as part of taskbar (Closed)" href="https://tracker.dengine.net/issues/5">#5</a> 0x08203ecf in WindowSystem::timeChanged(de::Clock const&) ()<br /> <a class="issue tracker-2 status-7 priority-2 priority-default child parent" title="Feature: Draw lens flares using GL2 (Progressed)" href="https://tracker.dengine.net/issues/6">#6</a> 0xb7e1ba57 in de::App::timeChanged(de::Clock const&) ()<br /> from /usr/games/lib/libdeng2.so.2<br /> <a class="issue tracker-2 status-7 priority-4 priority-highest parent" title="Feature: Next-gen renderer (codename "Gloom") (Progressed)" href="https://tracker.dengine.net/issues/7">#7</a> 0xb7e22dc2 in de::Clock::setTime(de::Time const&) ()<br /> from /usr/games/lib/libdeng2.so.2<br /> <a class="issue tracker-2 status-5 priority-2 priority-default closed child" title="Feature: New GL2 based model renderer (Closed)" href="https://tracker.dengine.net/issues/8">#8</a> 0xb7c75b51 in de::GuiApp::loopIteration() ()<br /> from /usr/games/lib/libdeng_gui.so.1<br /> <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> 0xb7e34306 in de::Loop::nextLoopIteration() ()<br /> from /usr/games/lib/libdeng2.so.2<br /> <a class="issue tracker-1 status-1 priority-2 priority-default" title="Bug: [InFine] Line spacing for text (New)" href="https://tracker.dengine.net/issues/10">#10</a> 0xb7e3939b in de::Loop::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) () from /usr/games/lib/libdeng2.so.2<br /> <a class="issue tracker-1 status-5 priority-1 priority-low2 closed" title="Bug: Hitscan weapons cannot hit floor or ceiling (Closed)" href="https://tracker.dengine.net/issues/11">#11</a> 0xb6d8ef72 in QMetaObject::activate (sender=0x8706458, <br /> m=0xb6edf48c <QTimer::staticMetaObject>, local_signal_index=0, argv=0x0)<br /> at kernel/qobject.cpp:3547<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: Client stopped by invisible walls/mobjs (Closed)" href="https://tracker.dengine.net/issues/12">#12</a> 0xb6ddfc07 in QTimer::timeout (this=0x8706458)<br /> at .moc/release-shared/moc_qtimer.cpp:147<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: Excessive warping on clientside (Closed)" href="https://tracker.dengine.net/issues/13">#13</a> 0xb6d961be in QTimer::timerEvent (this=0x8706458, e=0xbfffea7c)<br /> at kernel/qtimer.cpp:280<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: Plasma rifle firing animation frames stuck (Closed)" href="https://tracker.dengine.net/issues/14">#14</a> 0xb6d8cdd4 in QObject::event (this=0x8706458, e=0xbfffea7c)<br /> at kernel/qobject.cpp:1156<br /> <a class="issue tracker-1 status-5 priority-1 priority-low2 closed" title="Bug: Master server isn't working (Closed)" href="https://tracker.dengine.net/issues/15">#15</a> 0xb7169934 in QApplicationPrivate::notify_helper (this=0x86be378, <br /> receiver=0x8706458, e=0xbfffea7c) at kernel/qapplication.cpp:4562<br /> <a class="issue tracker-1 status-5 priority-3 priority-high2 closed" title="Bug: Client can't connect to server (Closed)" href="https://tracker.dengine.net/issues/16">#16</a> 0xb716e53e in QApplication::notify (this=0xbfffee18, receiver=0x8706458, <br /> e=0xbfffea7c) at kernel/qapplication.cpp:3944<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: Scripted messages not shown on clientside (Closed)" href="https://tracker.dengine.net/issues/17">#17</a> 0xb7c75a13 in de::GuiApp::notify(QObject*, QEvent*) ()<br /> from /usr/games/lib/libdeng_gui.so.1<br /> <a class="issue tracker-1 status-5 priority-3 priority-high2 closed" title="Bug: jHexen: Nonexistent mobjs on clientside (Closed)" href="https://tracker.dengine.net/issues/18">#18</a> 0xb6d76eda in QCoreApplication::notifyInternal (this=0xbfffee18, <br /> receiver=0x8706458, event=0xbfffea7c) at kernel/qcoreapplication.cpp:949<br /> <a class="issue tracker-1 status-5 priority-1 priority-low2 closed" title="Bug: jHexen: Extruding spike anim jumpy on clientside (Closed)" href="https://tracker.dengine.net/issues/19">#19</a> 0xb6daba7e in sendEvent (event=0xbfffea7c, receiver=<optimized out>)<br /> at kernel/qcoreapplication.h:231<br /> <a class="issue tracker-1 status-5 priority-3 priority-high2 closed" title="Bug: Client doesn't step up onto mobjs (Closed)" href="https://tracker.dengine.net/issues/20">#20</a> QTimerInfoList::activateTimers (this=0x86bfb34)<br /> at kernel/qeventdispatcher_unix.cpp:621<br /> <a class="issue tracker-1 status-5 priority-4 priority-highest closed" title="Bug: jHexen client crashes when changing level (Closed)" href="https://tracker.dengine.net/issues/21">#21</a> 0xb6da856a in timerSourceDispatch (source=0x86bfb00)<br /> at kernel/qeventdispatcher_glib.cpp:186<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: Player clmobj stops animating (Closed)" href="https://tracker.dengine.net/issues/22">#22</a> 0xb6b24be2 in g_main_dispatch (context=0x86bef58) at gmain.c:3054<br /> <a class="issue tracker-1 status-5 priority-4 priority-highest closed" title="Bug: jDoom fails to recognize Doom2.wad "00f6d407" (Closed)" href="https://tracker.dengine.net/issues/23">#23</a> g_main_context_dispatch (context=0x86bef58) at gmain.c:3630<br /> <a class="issue tracker-1 status-5 priority-10 priority-lowest closed" title="Bug: jDoom: Firing psprites have minor visual artifacts (Closed)" href="https://tracker.dengine.net/issues/24">#24</a> 0xb6b24f68 in g_main_context_iterate (context=0x86bef58, block=1, <br /> dispatch=1, self=<optimized out>) at gmain.c:3701<br /> <a class="issue tracker-1 status-5 priority-1 priority-low2 closed" title="Bug: Translucent Cacodemons (Closed)" href="https://tracker.dengine.net/issues/25">#25</a> 0xb6b2504c in g_main_context_iteration (context=0x86bef58, may_block=1)<br /> <a class="issue tracker-1 status-5 priority-1 priority-low2 closed" title="Bug: jHexen: status bar flickers (Closed)" href="https://tracker.dengine.net/issues/26">#26</a> 0xb6da8d3c in QEventDispatcherGlib::processEvents (this=0x86bee80, <br /> flags=...) at kernel/qeventdispatcher_glib.cpp:425<br /> <a class="issue tracker-1 status-5 priority-4 priority-highest closed" title="Bug: jHexen server doesn't restore maps in hub (Closed)" href="https://tracker.dengine.net/issues/27">#27</a> 0xb721afc5 in QGuiEventDispatcherGlib::processEvents (this=0x86bee80, <br /> flags=...) at kernel/qguieventdispatcher_glib.cpp:204<br /> <a class="issue tracker-1 status-5 priority-1 priority-low2 closed" title="Bug: mouse turning/mouse look jerkiness (Closed)" href="https://tracker.dengine.net/issues/28">#28</a> 0xb6d75979 in QEventLoop::processEvents (this=0xbfffed04, flags=...)<br /> at kernel/qeventloop.cpp:149<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: jDoom: Server crashes when connecting (Closed)" href="https://tracker.dengine.net/issues/29">#29</a> 0xb6d75c82 in QEventLoop::exec (this=0xbfffed04, flags=...)<br /> at kernel/qeventloop.cpp:204<br /> <a class="issue tracker-1 status-5 priority-10 priority-lowest closed" title="Bug: D'Sparil not teleporting after shooting (Closed)" href="https://tracker.dengine.net/issues/30">#30</a> 0xb6d7ac6f in QCoreApplication::exec ()<br /> at kernel/qcoreapplication.cpp:1221<br /> <a class="issue tracker-1 status-5 priority-10 priority-lowest closed" title="Bug: Disappearing walls when looking up/down (Closed)" href="https://tracker.dengine.net/issues/31">#31</a> 0xb7167717 in QApplication::exec () at kernel/qapplication.cpp:3823<br /> <a class="issue tracker-1 status-5 priority-10 priority-lowest closed" title="Bug: No text between hubs (Closed)" href="https://tracker.dengine.net/issues/32">#32</a> 0xb7c75ea5 in de::GuiApp::execLoop() ()<br /> from /usr/games/lib/libdeng_gui.so.1<br /> <a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: Netgame pausing doesn't work (Closed)" href="https://tracker.dengine.net/issues/33">#33</a> 0x080fd8af in main ()</p>
<p>On the other hand, there's little that can fail in FontLineWrapping::font().</p> Doomsday Engine - Feature #1573 (New): Setting for number of samples used for antialiasinghttps://tracker.dengine.net/issues/15732012-09-04T18:53:16Zskyjake
<p>There should a way to configure the number of antialiasing samples for GL multisampling.</p>
<p><strong>Labels:</strong> Graphics, Console, Configuration</p>