Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312015-10-11T22:17:02ZTracker
Redmine 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 - Feature #1867 (New): Extract patch/sprite offsets from PNG 'grAb' chunk (ZDoom)https://tracker.dengine.net/issues/18672014-09-18T00:16:27Zvermil
<p>It seems that Dday is offsetting in wad PNG sprites incorrectly.</p>
<p>All world sprites seem to be offset south east relative to where they should be and hud sprites are offset north west.</p>
<p>Both types appear to be consistently offset incorrectly by the same amount.</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 #1842 (Progressed): Support ZDoom's episode and hub definitions in MAPINFOhttps://tracker.dengine.net/issues/18422014-07-17T17:04:09Zdanijdanij@dengine.net
<p>ZDoom has extended the MAPINFO definition format with new episode and cluster definition types. Doomsday should support these extensions and make use of them to externalize the map progression (etc.).</p> Doomsday Engine - Feature #1840 (Progressed): Support ZDoom-extended MAPINFO formathttps://tracker.dengine.net/issues/18402014-07-17T16:54:34Zdanijdanij@dengine.net
<p>ZDoom has extended the MAPINFO format with numerous new features and some entirely new definition types, for defining episodes and hubs. As this new functionality is an extension to Hexen's MAPINFO format, such definitions will presently fail to parse if it uses any of these enhancements.</p>
<p>Ultimately we should support most if not all of these features.</p> Doomsday Engine - Feature #1544 (New): Support for ZDoom's Decorate functionhttps://tracker.dengine.net/issues/15442011-08-03T22:47:33Zarchekruzarchekruz@users.sourceforge.net
<p>As far as I know, Doomsday's capability to modify weapon behavior, and add new weapons/monsters etc is limited to DeHacked patches and its own customization system. However, Zdoom and its derivatives are most popular for their Decorate function that allows modders to easily add in weapon, item, inventory, monsters and tweak their behaviour with great precision. Two ideas I have to implement compatibility in Doomsday for the DECORATE function is to a) have an extra DECORATE subsystem added to the codebase so it can also understand DECORATE code natively or b) an interpreter that can automatically translate DECORATE code into a language Doomsday can understand, (as faithfully as possible)</p>
<p>Question : Is jDoom capable of understanding ACS?</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Feature #1514 (New): GZdoom-like HUD (showing more information)https://tracker.dengine.net/issues/15142010-04-13T13:03:32Ztheleouatheleoua@users.sourceforge.net
<p>Possibility (cvar) to display all my ammo in the HUD (like in this screenshot <a class="external" href="http://i690.photobucket.com/albums/vv262/idoru2099/Strife/Episode_6/Strife_0187.jpg">http://i690.photobucket.com/albums/vv262/idoru2099/Strife/Episode_6/Strife_0187.jpg</a> ) in jHeretic and jDoom (when screen size=maximum and there is no status bar at the bottom of the screen).</p>
<p>Keys (hexen, strife) and weapons can be displayed too (by another cvar).</p>
<p>Optional: kills items and secrets in HUD (are this possible in jHexen?)</p>
<p><strong>Labels:</strong> User Interface</p> Doomsday Engine - Feature #1500 (New): Support for ZDoom ZIP-as-WAD featurehttps://tracker.dengine.net/issues/15002009-11-14T20:31:20Ztolwyntolwyn@tolwyn.com
<p>There are a few other "conventions" in use by other ports that may/could make some other wads functional with Doomsday. The article: <a class="external" href="http://www.zdoom.org/wiki/Using_ZIPs_as_WAD_replacement">http://www.zdoom.org/wiki/Using_ZIPs_as_WAD_replacement</a> uses almost the same structure as Doomsday with a couple exceptions. Can Doomsday also work with this structure convention (in addition to its own) (where resource-appropriate)?</p>
<p><strong>Labels:</strong> Data</p> Doomsday Engine - Feature #1168 (New): Real decals: bulletholes, blastmarks, etc.https://tracker.dengine.net/issues/11682003-05-31T00:19:51Zskyjake
<p>grimreaper642 says: "I've played ZDoom and loved the<br />realistic decals (bloodsplats, bulletholes, blastmarks,<br />etc.). I was wondering if maybe you could add decals or<br />decal support similar that to the DoomsDay engine? It<br />would be a much better eye candy effect than the<br />particalized splats."</p>
<p><strong>Labels:</strong> Graphics</p>