Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312017-01-19T10:34:18ZTracker
Redmine Doomsday Engine - Bug #2194 (New): Enhanced player weapon 3D model animations (VR compatible)https://tracker.dengine.net/issues/21942017-01-19T10:34:18Zskyjake
<p>The player weapon 3D models use a vanilla-like sine-curve bobbing animation. However, if the model author would be able to animate the bobbing as its own animation sequence, it would allow for more realistic and varied weapon-carrying animations.</p>
<p>This is also important for "real-world" 3D positioning in VR, where having a realistic position and motion for the weapon is more important.</p> Doomsday Engine - Feature #1865 (New): Align 3D model's head with the target's directionhttps://tracker.dengine.net/issues/18652014-09-15T08:48:25Zskyjake
<p>It would make enemies for believable if they turned their head to look at their target rather than always staring straight ahead. A skeletal model's head could be turned by Doomsday, given certain assumptions about how the head is oriented in model space. Requires a model asset definition that tells Doomsday which model bone to modify.</p> Doomsday Engine - Bug #1817 (Feedback): Premap infine and preplaying music oversighthttps://tracker.dengine.net/issues/18172014-05-30T12:03:56Zvermil
<p>In Dday 1.8.6, Dday would accidently start the level music twice if there was pre-map infine; when the pre-map infine starts and finishes.</p>
<p>In modern Dday, this bug has been fixed, but now the currently playing music continues to play (be it the title music, the intermission music or music from another level if that was the last music track playing). This comes across as an oversight in itself.</p>
<p>I would like to suggest that preamp infine silence all music when it starts? Maybe with an exception if the infine calls the exact same music track that was playing, right at the start of the script? But that might be silly.</p> Doomsday Engine - Bug #1631 (New): Doom 2 finale: animation speeds for the Casthttps://tracker.dengine.net/issues/16312013-10-22T12:44:35Zvermil
<p>The first death state of each mobj in the cast call at the end of Doom2 (and Final Doom), appears to be being displayed for the wrong amount of time.</p>
<p>It is only displayed for a fraction of the time of the other states; this doesn't match the infine for the cast call, which says all the states should be displayed for the same amount of time.</p>
<p>Is Dday not precaching the death sprites quickly enough and hence by the time it has, the first death state has already nearly finished?</p>
<p>Apologies for the poor description; it’s one of those things that’s easy to show but not so easy to type up concisely.</p> Doomsday Engine - Feature #1630 (New): Implement game menus with InFine (InfineWidget)https://tracker.dengine.net/issues/16302013-10-22T10:20:08Zskyjake
<p>It is not ideal that game menus are completely hard-coded into the game plugins. Also, implementing the game menus directly on Doomsday UI widgets makes quite a large leap from generic components into game-specific ones.</p>
<p>One solution would be to replace the game plugins'/libcommon menu system with an InFine-based one. This would consolidate existing subsystems in a nice way, and act as a good use case for interactive, script-based InFine. It is also a good match for InFine because it is responsible for game-side UI animations; only the interactivity and scripted logic needs enhancing.</p>
<p>InFine-based menus would be easily extensible/modifiable by addons, especially if the functions activated by menu items would be implemented as script functions.</p>
<p>In practice, InFine would likely have to be refactored to use a separate Doomsday widget (<code>InfineWidget</code>) per each InFine layer (the menu, including all its subpages, would be a single layer).</p> Doomsday Engine - Bug #1598 (New): Strange vertical view bobbing when running into wallshttps://tracker.dengine.net/issues/15982013-10-18T11:08:09Zskyjake
<p>Strange vertical view-bob behavior when running into walls (bob delta differs for vertical and horizontal walls?)</p> Doomsday Engine - Bug #1592 (New): [HUD] Weapon lower animation briefly restartshttps://tracker.dengine.net/issues/15922013-10-18T10:57:35Zskyjake
<p>With HUD 3D models, the weapon lower animation briefly restarts.</p>
<p>See veirdo's "HUD_Mage" add-on available in the user forums (timing issue? Hexen only?).</p> Doomsday Engine - Bug #1104 (Progressed): Replacement flats VS texture animationshttps://tracker.dengine.net/issues/11042012-12-18T14:50:21Zdanijdanij@dengine.net
<p>Due to the way texture animations are built by the original game algorithm there can be two versions of a flat with a given name in active use.</p>
<p>To test this create a new PWAD and include in it replacement flats for RROCK06 and RROCK07.</p>
<p>As the lump name search algorithm returns the last lump with a given name, the replacements in the PWAD will appear in the map if RROCK06/RROCK07 is used on say a sector floor.</p>
<p>However because the animations are built using offsets in the lump index, the RROCK animation will use the original and not the replaced versions of these flats.</p>
<p>Doomsday currently gets it nearly correct however the RROCK animation is missing flats RROCK06 and RROCK07.</p>
<p><strong>Labels:</strong> Graphics, Add-ons, Texture Animations</p> Doomsday Engine - Bug #613 (New): [InFine] Inadvertent background animationhttps://tracker.dengine.net/issues/6132009-02-25T22:42:30Zvermil
<p>The background flats used for the background of the EP2 and 3 ending text animate when the menu isn't open. Open the menu and they stop animating. Close it and they start animating again.</p>
<p>In the original Heretic and earlier versions of Dday, they didn't.</p>
<p><strong>Labels:</strong> User Interface, Materials</p> Doomsday Engine - Bug #511 (New): [Heretic|Hexen] Torch fix not applied (low ceiling)https://tracker.dengine.net/issues/5112008-04-24T09:20:52Zvermil
<p>A small oversight I'd imagine.</p>
<p>The fix to stop the fire torches in Doom bobbing up and down in areas where the ceiling is too short for some of its sprite frames hasn't been applied to the equivalent things in Heretic and HeXen.</p>
<p>This notably effect's Heretic's fire brazier. Like Doom's fire torches, not all of its frames have the same height.</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1412 (New): Camera effect: screen shakinghttps://tracker.dengine.net/issues/14122006-08-03T19:54:16Zpapercut2papercut2@users.sourceforge.net
<p>It would be pretty cool to enhance gameplay, if the<br />screen would vibrate a little when you fire a weapon,<br />or a rocket explode near you, or when the Cyberdemon is<br />walking.</p>
<p>It would give doom a little more explosive and fast<br />paced effect.</p>
<p><strong>Labels:</strong> Graphics</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 #1242 (New): Player weapon particle muzzle flashes (for external viewer...https://tracker.dengine.net/issues/12422003-07-18T17:09:38Zchilvencechilvence@users.sourceforge.net
<p>Im sure something similair has been mentioned before, <br />but I couldnt find it so sorry in advance. I think my <br />version is a bit different though;</p>
<p>I need to be able to map a particle effect to each player <br />weapon's firing frames, to be ONLY visible to other <br />players.</p>
<pre><code>This is partly because in cutting down my soldiers <br />filesize I've already used all four md2 slots; I use the <br />same model for zombieman/shotgunguy/doomguy, <br />loading different variations of the head, arms and <br />weapons for each one. These are all mapped onto the <br />same generic body model and walking states, saving lots <br />of redundant frames of animation. Anyway, now there <br />isnt a fifth slot for the flash....</code></pre>
<pre><code>It's also partly because particle muzzle flashes look <br />really damn cool! You can make alot cleaner flash <br />animation from a bunch of sprites than you can from a <br />pair of flattened triangles with an explosion painted on <br />them. The potential for adding ambient effects like <br />gunsmoke etc would also be there.</code></pre>
<p>Thanks for reading;</p>
<p>Chilvence</p> Doomsday Engine - Feature #1231 (New): Ragdoll physicshttps://tracker.dengine.net/issues/12312003-07-09T23:37:57Zchrisdragonchrisdragon@users.sourceforge.net
<p>What about adding ragdoll physics, such as dead <br />monsters tilting on staircases, or slumping down off an <br />edge? Of course this could be an option to turn on and <br />off.</p>
<p><strong>Labels:</strong> Gameplay</p> Doomsday Engine - Feature #1153 (New): Customizable intermissionshttps://tracker.dengine.net/issues/11532003-05-17T10:10:31Zskyjake
<p>The placement of the intermission 'splats' and arrows<br />should be configurable with definition files. Values,<br />perhaps.</p>