Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-01-11T09:07:01ZTracker
Redmine Doomsday Engine - Bug #2440 (New): [2.3] Render Hack Regressionshttps://tracker.dengine.net/issues/24402021-01-11T09:07:01Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>With the stable release of 2.3, I thought it'd be better to start another thread. I was able to run through TNT and Plutonia on the stable 2.3 and found some rendering issues with some of the rendering hacks, mostly some black spaces.</p>
<p><strong>Doom E3M3</strong></p>
<p>Not a render hack, may be affected by these changes, but in the mazes with the red walls/blood (go straight from the start, up the stairs into the central area, and then go up the stairs either on the left or the right), there is a lot of black spaces in the sky.</p>
<p><strong>Doom II Map05</strong></p>
<p>There is a MIDBAR texture hanging from the ceiling in the secret room with the Plasma Gun, just to the left of the starting area. It is in the small room separating the Plasma Gun room from the hallway with the Soulsphere/hidden Berserk.</p>
<p><strong>Plutonia Map02</strong></p>
<p>-I know this one was recently reported, but I figured I'd also list it here, as you can see a strip of floor texture across the invisible bridge in the final part of the level.</p>
<p><strong>Plutonia Map03</strong></p>
<p>-The invisible bridge in the Blue Key area no longer renders correctly, as you can now see the floor texture across the bridge</p>
<p>-There is a little black spot on the floor where the Blue Key is hovering in midair.</p>
<p><strong>Plutonia Map11</strong></p>
<p>-At the start of the level, the wall to the left opens up, revealing several Arch-viles who cannot yet see the player. A black space is visible across the floor in the Arch-vile cage.</p>
<p><strong>Plutonia Map24</strong></p>
<p>-There is a black square on the ceiling above the Arch-vile cages throughout the level.</p>
<p><strong>Plutonia Map26</strong></p>
<p>-There is a black square on the sky right on top of the portal at the start of the level.</p>
<p>-There is a black square underneath the secret Megasphere at -1980, 600</p>
<p><strong>TNT Map27</strong></p>
<p>On both ends of the starting area, there are two cages with Arachnotrons. The bars on the sides of the cages are currently not visible, and they do open up when triggered. I'm not sure if this was always like this, it may be similar to the transparent doors in TNT Map21 (which I submitted as a separate issue).</p>
<p><strong>Plutonia 2 Map29</strong></p>
<p>-In the southwest corner of the map, at -4400, -2150, there is an invisible bridge that you walk over to teleport out of the area, the floor texture here is visible.</p>
<p>Hopefully most of these branch off the same issue, I can test further when needed. I have screenshots of each area as well.</p> Doomsday Engine - Bug #2399 (New): [Render hack] TNT map21: Transparent doorshttps://tracker.dengine.net/issues/23992020-01-13T07:10:33Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>Submitting this separately since I don't believe this was ever properly displayed in Doomsday.</p>
<p>Map21 of TNT has doors where, with the use of render hacks, you can look through the doors into the rooms. You can find these around the perimeter of the starting area, all but one of them which require keys to open. In the 2.2 release of Doomsday, the doors are simply black, while in the current 2.3 unstable releases of Doomsday, nothing is rendered and you can completely see right into the room (the door will open, though).</p>
<p>In the second screenshot, it's at -1800, 600. There are supposed to be bars there in between you and the enemies, but nothing there is rendered.</p> Doomsday Engine - Feature #2392 (New): Sky-lit sectors should not be dimmer than non-sky-lit sect...https://tracker.dengine.net/issues/23922020-01-01T17:04:01Zskyjake
<p>The sky is supposed to be a bright light source, so it should not subtract light from a sector, only add to it.</p>
<p>Could be worthwhile to investigate non-saturating over-bright light levels (255+) that behave as HDR light values. The renderer could dynamically adjust the exposure depending on which sector the player is looking at, so that over-bright sectors would be the fullbright ones and others would become dimmer.</p>
<p>Good test map: AV map23. The red sky makes sky-lit sectors too dim.</p> Doomsday Engine - Bug #2386 (New): [Render hack] Alien Vendetta map09: Arched upper textures (fac...https://tracker.dengine.net/issues/23862019-12-31T08:55:35Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>Not sure how often this hack is used, but it seems to be related to using unclosed sectors. In Map09 of Alien Vendetta, in the central courtyard of the castle, there is an opening leading out. The skulls/upper textures above the opening form an arch, but in Doomsday, the arch isn't symmetrical. Attached is a screenshot.</p> Doomsday Engine - Feature #2383 (New): Stereo rendering convergence settinghttps://tracker.dengine.net/issues/23832019-12-27T14:41:54Zskyjake
<p>(<a href="https://talk.dengine.net/discussion/2772/stereoscopic-mode-is-not-quite-adjustable" class="external">From the forums.</a>)</p>
<p>There's no way to adjust stereo convergence. It's only possible to adjust the separation level ("IPD") coupled with a very high fixed convergence level that puts the distance to screen depth and everything else closer than that.</p>
<p>This is not right for 3D displays — for monitors or TV's it's incorrect. The distance should be behind the screen. Think of it this way: imagine the two cameras representing the picture for the two eyes. Two things must be adjustable: 1.) The angle of those two cameras relative to each other, and 2.) The distance between those two cameras.</p>
<p>The other problem is that there's no way to change the depth of the weapon sprites (without 3D models). They are currently at screen depth. Make it possible to change the depth of the weapons (along with the rest of the HUD elements and game menus).</p> Doomsday Engine - Bug #2363 (New): Light Amplification powerup doesn't affect psprite 3D modelshttps://tracker.dengine.net/issues/23632019-12-06T06:22:55Zskyjake
<p>The light amplification powerup doesn't affect the hud models.</p>
<p><code>StateAnimator</code> needs a way to access the player's powerup counters. What is needed here is analogous to the old model selectors feature, but now we can use Doomsday Script to access the data more directly and transparently.</p> Doomsday Engine - Bug #2257 (New): FIREBLU texture replacements blink in Doom IIhttps://tracker.dengine.net/issues/22572017-07-17T04:19:53Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>I believe this issue was fixed for Plutonia a while back (can't remember the version), but not for Doom II (and I assume TNT).</p>
<p>Some WADs replace the FIREBLU texture with their own textures, as the FIREBLU textures are animated. One example was Plutonia 2. In Map15, there are slimefalls that use the FIREBLU name. In older versions of Doomsday, these falls would blink/glow, as the FIREBLU textures normally would in Doomsday. This was eventually fixed in Plutonia I believe (although I can't find the bug number for it or the version for it).</p>
<p>However, this issue persists in Doom II, which I don't know is intentional or unintentional. One example is Map08 of Alien Vendetta, where there are glowing waterfalls that use the FIREBLU patch.</p>
<p>Would it be possible for this fix to carry over into Doom II?</p> Doomsday Engine - Bug #2256 (New): Sky clipping through ceilinghttps://tracker.dengine.net/issues/22562017-07-06T16:05:23ZBFG10Kq3bfg10k@hotmail.com
<p>If you load up the save file (Heretic) and look at the roof, you'll see the sky clipping through it.</p>
<p>Win7-64, 2.02, stock game assets only.</p> Doomsday Engine - Bug #2239 (New): HUD Frost shards from XARP changing their Zoffset if instantly...https://tracker.dengine.net/issues/22392017-04-05T01:07:05Ztheleo_ua
<p>HUD Frost shards from XARP changing their Zoffset if instaltly fire after switching</p>
<p>1) Turn on XARP <a class="external" href="http://dengine.net/talk/discussion/1491/xarp-hexen-authentic-resource-pack-jxccp-maintained/p1">http://dengine.net/talk/discussion/1491/xarp-hexen-authentic-resource-pack-jxccp-maintained/p1</a> and start hexen with mage<br />2) Type NRA cheat<br />3) Try to switch to frost sharts and press fire key immediately</p>
<p>Actual result: Zoffset changed (only fingers are visible): <a class="external" href="https://www.youtube.com/watch?v=6MLU4EOSfCE&index=23&t=6899s&list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=1h04m04s">https://www.youtube.com/watch?v=6MLU4EOSfCE&index=23&t=6899s&list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=1h04m04s</a> (watch at 1:04:07)<br />Expected result: Zoffset should not change (whole hand should be visible): <a class="external" href="https://www.youtube.com/watch?v=6MLU4EOSfCE&index=23&t=6899s&list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=1h04m08s">https://www.youtube.com/watch?v=6MLU4EOSfCE&index=23&t=6899s&list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=1h04m08s</a> (watch at 1:04:09)</p>
<p>Reproduced in 1.15.8 and 2.0 stable</p> Doomsday Engine - Feature #2195 (New): Permanent blood (surface decal effect)https://tracker.dengine.net/issues/21952017-01-20T19:00:05ZEsrael
<p>Hi!</p>
<p>I think it's really satisfying seeing the floor spilled with blood whenever a monster dies, but could it be possible to give the option of making the blood particles remain longer, preferably indefinitely, yus? :3c</p>
<p>Also, could it be possible to have blood particles spill instead of the traditional blood sprites, whenever you hit the enemy?</p>
<p>Great job on the engine, by the way; I feel like it's horrendously underappreciated compared to (G)ZDoom.</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 - Feature #2159 (New): Enhanced control over model animation sequenceshttps://tracker.dengine.net/issues/21592016-05-13T13:58:44Zskyjake
Continuing on <a class="issue tracker-2 status-5 priority-2 priority-default closed child" title="Feature: New sequence-based model animation mechanism (Closed)" href="https://tracker.dengine.net/issues/1890">#1890</a>, the new model animation mechanism can be further improved with:
<ul>
<li>Animating parts of the skeleton separately.</li>
<li>Motion-controlled animations, e.g., walking animations.</li>
<li>Blending animation sequences for smoother switching from one sequence to another.</li>
</ul> 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 #2041 (New): Clipping issue in Hexen MAP10 - Wastelands near {x:160, y:-3248}https://tracker.dengine.net/issues/20412015-05-09T00:15:47Zdanijdanij@dengine.net
<p>Seemingly a logic error in the map renderer, occlusion ranges added for the polyobj geometry result in geometry behind the polyobj being clipped, thus no skymask geometry is drawn, resulting in HOM. In the situation where a polyobj wall segment resides in a subspace with one or more skymasked plane then no occlusion ranges should be added(?)</p> Doomsday Engine - Feature #1938 (New): Polyobjs represented by 3D modelshttps://tracker.dengine.net/issues/19382015-01-11T20:49:04Zskyjake
<p>Since polyobjs are rendered simply as additional walls, it should be straightforward to replace them with 3D models. For instance, a definition could be used to specify which polyobj to replace in a specific map. This would allow animation, shaders, etc. the full 3D model feature set applied on polyobjs.</p>