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 - 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 - Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressionshttps://tracker.dengine.net/issues/23702019-12-14T21:12:04Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>With the 2.3 release of Doomsday starting to support render hacks, I decided to do some testing to try out of the newest fixes. I did run into a couple of regressions that were not in 2.2. I decided to lump them all in here instead of submitting different issues for each one.</p>
<p><strong>Alien Vendetta: Map11</strong></p>
<p>☑️ In Map11 of Alien Vendetta, deep water no longer displays properly.</p>
<p>☑️ At the beginning of the level is a barrier off to the right. You need to head into the cave and hit the switch at the top to lower and barrier and to continue the level. The barrier doesn't "lower" after hitting the switch, however you can walk through the barrier and continue as normal. The barrier looks properly constructed so I'm not sure what would cause this.</p>
<p><strong>Alien Vendetta: Map14</strong></p>
<p>☑️ In Map14 of Alien Vendetta, you're surrounded by blackness until you pick up the weapons in front of you at the start of the level and the walls around you open up. Doesn't appear to have a render hack on it, but it no longer displays properly.</p>
<p><strong>Alien Vendetta: Map15</strong></p>
<p>☑️ In Map15 of Alien Vendetta, near the start of the map, is a trap you're supposed to enter. When you enter the trap, the MIDBARS textures rise up from the lava and will lower when you activate a switch, but in the 2.3 release, the bars are already visible.</p>
<p><strong>Alien Vendetta: Map23</strong></p>
<p>☑️ There is an Arch-vile near the beginning of the map that rises from underneath the water. In the 2.3 release, there's a gap where the water is.</p>
<p>☑️ Finally, another issue appeared, although it doesn't seem to be caused by a render hack. This is also in Map23 of Alien Vendetta, at X/Y coordinates 800/1500. The lower textures on the floor in the middle of the water aren't rendered, leaving a black area. This renders fine in Doomsday 2.2.</p>
<p>☑️ There are a couple of issues I have found though, mostly related to the 3D bridges. Some of them are still rendered with floor textures on them, and with black or blank spaces on the bottom. The 3D bridge screenshots are also from Map23 of Alien Vendetta, in the castle.</p>
<p><strong>Heretic: E1M1</strong></p>
<p>☑️ Heretic E1M1: Secret door to the right of the start. The triangular lighting-only sector in front of the door is incorrectly linked to the door sector, making it extrude outwards.</p>
<p><strong>Hexen: Map01</strong></p>
<p>☑️ Noticed a new regression in Hexen map01, where the portal is leaking out...</p>
<p><strong>Plutonia 2: Map01</strong></p>
<p>☑️ There's this black spot right over the beginning of Map01, don't remember seeing that, right above the Plutonia 2 sign.</p>
<p><strong>Plutonia 2: Map05</strong></p>
<p>☑️ Plutonia 2 Map05: This is in the starting area In the background, you can see the Imp floating above the ground. If you climb up the steps to get out of the water, you'll climb up some invisible step, so the Imp appears to be on a heightened floor. This was confirmed later on when more monsters teleported into the area and when they killed, they were seemingly floating above the ground. Could this be caused by the nearby invisible 3D bridge?</p>
<p><strong>Plutonia 2: Map10</strong></p>
<p>☑️ In Map10, there are a ton of these holes in the floor, scattered across the level. I have a screenshot of the beginning of the level.</p>
<p><strong>Plutonia 2: Map11</strong></p>
<p>☑️ Plutonia 2 Map11: As a test, I played through Map11 of Plutonia, another map where you could fall through a 3D bridge. You can still fall through the 3D bridges here. In addition, I'm not sure if this is caused by a nearby render hack (as there are no 3D bridges nearby), but in the northern part of the map, the area with the Blue Key (-600, 2600) does not have its floor textures rendered properly or anything. There is a mini-maze to get to the Blue Key, so this makes it very difficult to get in and out, especially with the Arch-viles that teleport in.</p>
<p>☑️ Also, one of the ways to get it, at 50, 2400, there is a bloodfall that's rendered too high. You can walk through it to get into the Blue Key area.</p>
<p>☑️ In Map11, there's a pit where Arch-viles will pop up from underneath the floor when you approach them. You're not supposed to see into the pit, but you can here. I have encountered this across several other maps in Plutonia as well.</p>
<p><strong>Plutonia 2: Map26</strong></p>
<p>The black spot on the floor there is still visible. A fence eventually rises up where that black perimeter is.</p>
<p><strong>Plutonia 2: Map29</strong></p>
<p>☑️ Spiral staircase rendered incorrectly.</p>
<p>There is an invisible bridge located at -4400, -2100. There is a visible floor texture here when all you should be able to see is the sky below now renders correctly again, but there is another 3D bridge at the top of the staircase that is rendered incorrectly.</p>
<p><strong>Plutonia Map07</strong></p>
<p>☑️ The cages in the central part of the map are rendered incorrectly. An Arch-vile teleports into these cages and alternates between the two of them very rapidly after getting the Yellow Key.</p>
<p><strong>Plutonia Map12</strong></p>
<p>☑️ The area where the Chaingunners stand at is completely invisible at 800, -3200.</p>
<p><strong>Plutonia Map24</strong></p>
<p>There are black spots on the ceilings above the Arch-vile/Revenant cages that are suspended in midair.</p>
<p><strong>General</strong></p>
<p>☑️ Doomsday 2.3 seems to have to trouble displaying floor textures of a child sector, if the child sector has a different flat than its surrounding sectors. In this test map, you should see the word "TEST" spelt out on the floor, but you cannot see this in Doomsday. This appears to only happen if the child sector is of the same height as its parent sectors, the blue "2" in the back is displayed properly, at a lower floor height.</p>
<p>☑️ Doomsday appears to have issues applying the offsets of textures when the ceiling is a sky. Across from your starting point are some bars, they have a Y offset of -40 so you should only really see the top half of them, however, in Doomsday, they are completely visible.</p> Doomsday Engine - Feature #2320 (New): Re-enable XG dummy line https://tracker.dengine.net/issues/23202019-01-24T20:06:39Zvermil
<p>Support for XG functions that internally use dummy lines to function has been long deliberately disabled (since the new map format was added I seem to recall).</p>
<p>Messages are printed in the console whenever an XG def needs and is denied a dummy line: for instance "attempted to use a dummy line as XGPlaneMover origin. Plane in sector XYZ will not be moved".</p>
<p>Can it be re-enabled?</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 #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 #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 #2056 (New): Moving platforms sound origin incorrecthttps://tracker.dengine.net/issues/20562015-05-16T10:47:18Zvermil
<p>In HeXen and Heretic (I haven't tested Doom), the sound origin for moving platforms appears to be incorrect, or it doesn't appear to move with the platform at least.</p> Doomsday Engine - Bug #2042 (New): Mobj spawning at sector boundary height should choose highest ...https://tracker.dengine.net/issues/20422015-05-09T20:59:27Zvermil
<p>I wasn't sure what to title this report.</p>
<p>When a mobj is perfectly over two sectors of different heights, Dday has always (certainly 1.8.6 onward) placed it at the height of the lower sector in all games.</p>
<p>This is the opposite of all the Vanilla games, which always place it at the height of the higher sector.</p>
<p>This is a specific case, but is actually one used in the original Iwad maps; mana mobjs in sectors 33 and 55 of HeXen's Orchard of Lamentations map (Lump: Map32 MAPINFO: Map17) appear at the wrong height in Dday because of this.</p>
<p>Attached are test maps for all three games (Doom2, Heretic and HeXen) on their first maps.</p> Doomsday Engine - Feature #2033 (Progressed): Runtime map editorhttps://tracker.dengine.net/issues/20332015-05-03T21:51:34Zskyjake
<p><strong>This is a parent issue covering the topic of runtime map editing.</strong></p>
<p>In the long term, the aspiration is to have a fully fledged map editor built using <code>libappfw</code> UI widgets, allowing the creation and editing of individual maps, hubs, episodes, and intermission animations. Having a built-in editor is vital also for extending the capabilities of the map data, for instance allowing true 3D structures.</p> Doomsday Engine - Bug #2027 (New): Doom64TC map is missing 'on' textures for switcheshttps://tracker.dengine.net/issues/20272015-05-03T00:46:26Zrhargraveroman@hargrave.info
<p>It looks like textures for buttons in the 'on' state are missing. This can be confusing when playing without sound. Button sounds may also be missing.</p> Doomsday Engine - Bug #1952 (Progressed): Eternal Doom MAP26 malformed map hack causing memory re...https://tracker.dengine.net/issues/19522015-01-27T20:57:21Zskyjake
<p>See: <a href="http://dengine.net/forums/viewtopic.php?f=7&t=1865&sid=bd5135890b31de9acf4c52a7cdfa2b09#p12278" class="external">forum thread</a></p>
<p>danij wrote:</p>
<blockquote>
<p>Just a quick note to say that I can replicate the problem and am looking into a fix. The crash has nothing at all to do with savegames (yours is not corrupted) and is in fact an issue with interpreting a seemingly malformed map hack on MAP26, which is leading to a memory release error when switching to another map. Interestingly, it doesn't occur if one loads MAP26 and then warp to another map immediately.</p>
</blockquote> Doomsday Engine - Bug #1591 (Progressed): [BSP] Fully overlapped map geometry is not always splithttps://tracker.dengine.net/issues/15912013-10-18T10:55:50Zskyjake
<p>Fully overlapped map geometry is not always split when building the BSP (partial overlaps are split correctly).</p> Doomsday Engine - Bug #1064 (New): [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)https://tracker.dengine.net/issues/10642012-07-09T22:27:40Zvermil
<p>Vanilla HeXen plays an intermission as soon as the player enters a map with a different cluster number (set in the MAPINFO lump). But Dday expects HeXen intermissions to be on specific maps (i.e the Infine defs for them are all set to display after X specific map).</p>
<p><strong>Labels:</strong> Hexen, Addons</p>