Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312019-06-26T04:35:38ZTracker
Redmine Doomsday Engine - Bug #2337 (Feedback): No doom II can be selected from the master list in the se...https://tracker.dengine.net/issues/23372019-06-26T04:35:38Ztacgnol
<p>No doom II can be selected from the master list in the server tab</p>
<p>probably not normal.</p>
<p>They are all greyed / not selectable.</p>
<p>My servers are on 2.1.1 stable. I didn't updated them for a while, or touched the config.</p> Doomsday Engine - Bug #2332 (New): Duplicate server entries on master-serverhttps://tracker.dengine.net/issues/23322019-06-24T14:39:03Zbond
<p>Start public server, stop it, wait until it disappear on master (imho tooo long), change (tcp) port and start it again - there will be two entries in master list: with old and new ports</p> Doomsday Engine - Bug #2310 (New): [UI] Metadata text wrapping: should force-break very long word...https://tracker.dengine.net/issues/23102018-12-18T15:26:05Zxe_sued
<p>If a character string delimited by spaces exceeds the maximum line length of 33 characters, Doomsday shifts down the entry by one line, starting from the beginning of the overlong string and then applies a line break. The 'version' and 'license' entries are affected likewise.</p>
<p>Windows 10 x64 v1809, Doomsday x64 build 2904</p> Doomsday Engine - Bug #2308 (New): [UI] Package tags need to wrap to multiple lineshttps://tracker.dengine.net/issues/23082018-12-16T16:13:52Zxe_sued
<p>Addons/mods containing a larger set of descriptive tags, i.e. exceeding the usual amount of 3 to 4 tags, will have the display of tags bleed through the user interface boundaries and buttons in the Addon/MOD management dialog. This can leave tags being unreadable and unclickable (offscreen), tags bleeding through UI buttons take precedence over the button, making it difficult to actually click the 'details' and/or 'add' button.</p>
<p>Example screenshot attached, Doomsday for Windows x64 build 2904, Windows 10 x64 v1809</p> Doomsday Engine - Bug #2301 (New): Restart playing MIDI music using new soundfont after changing ...https://tracker.dengine.net/issues/23012018-12-11T21:13:42Zxe_sued
<p><strong>Windows 10 Pro x64 build 1803, Doomsday x64 for Windows unstable build 2897:</strong></p>
<p>I had to re-setup my external MIDI soundfont, which was due to recent reorganization of my Doomsday folder structure (<a class="external" href="https://talk.dengine.net/discussion/2636/build-2895-cannot-use-more-than-one-wad-addon-folder">https://talk.dengine.net/discussion/2636/build-2895-cannot-use-more-than-one-wad-addon-folder</a>) that also affected the location of my MIDI soundfont (SF2).</p>
<p>While Doomsday could not find my MIDI soundfont, the MIDI music output sounded broken, only distorted bits of drums and percussion could be heard. Updating the external MIDI soundfont setting for Doom and Heretic went without noticeable issues, but for Hexen I noticed the following:</p>
<ul>
<li>When browsing for an external soundfont, music playback is stopped (or paused?)</li>
<li>Selecting a soundfont the music playback restarts</li>
<li>Hexen continued to play the title music using the old obsolete setting, i.e. I still heard broken MIDI sound output like described above. Only after playback of the title music had ended and restarted from the beginning, the new soundfont setting was used resulting in normal MIDI audio output.</li>
</ul>
<p>I guess I noticed this issue only in Hexen, because to the duration of the Hexen title music lasts longer than the title music of Doom and Heretic.</p>
<p><strong>I suggest to adjust the setup logic for external MIDI soundfonts as follows:</strong></p>
<ul>
<li>Stop music output upon browsing for a soundfont</li>
<li>If the browsing dialog is closed with OK, re-initialize the MIDI output honoring the new settings, start playback (from the beginning?) of the current MIDI file</li>
<li>If the browsing dialog is closed with CANCEL, no re-initialization of the MIDI output is required, re-start playback (from the beginning?) of the current MIDI file</li>
</ul> 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 - Bug #1981 (New): Alerts can be opened in Busy mode, causing occasional visual a...https://tracker.dengine.net/issues/19812015-02-18T11:54:16Zvermil
<p>If for some reason, Dday doesn't claim the mouse when it becomes the focus (something that happens sometimes unfortunately), one can click on the alert, update notifications during Busy Mode; in which case, they turn to garbage during screen wipes.</p>
<p>Given that all other input is disabled during busy mode, this seems like an oversight.</p> Doomsday Engine - Bug #1942 (New): About dialog contents clipping vs -fontsizehttps://tracker.dengine.net/issues/19422015-01-12T21:02:29Zdanijdanij@dengine.net
<p>When using a -fontsize value other than 1.0 the contents of the UI's About dialog are clipped incorrectly, but proportionately to the size specified.</p> Doomsday Engine - Bug #1925 (New): [Doom] Values def can't change nightmare skill level optionhttps://tracker.dengine.net/issues/19252014-12-04T22:34:18Zvermil
<p>Values def based replacements for the nightmare skill graphic on the skill level menu don't work.</p>
<p>Apologies for the shortness; it's not a bug that requires a lot of description.</p> Doomsday Engine - Bug #1915 (Feedback): Click-to-focus also handled as UI clickhttps://tracker.dengine.net/issues/19152014-11-28T11:31:14Zvermil
<p>When one clicks on the Dday window to focus on it, that click is incorrectly interpreted by Dday as an action.</p> Doomsday Engine - Bug #1828 (New): Tutorial doesn't claim mouse after clicking during launchhttps://tracker.dengine.net/issues/18282014-06-19T13:12:50Zvermil
<p>The Tutorial doesn't claim the mouse when it runs; the game running claims the mouse.</p>
<p>This means, one can't actually start the tutorial; all one can do is close it with Esc.</p> Doomsday Engine - Bug #1734 (Progressed): Games' Help InFine scripts have no soundshttps://tracker.dengine.net/issues/17342014-03-11T12:42:27Zvermil
<p>Pretty much what the subject states; the help infine in all games lacks the sound effects played when moving between pages in the original games.</p>
<p>I have attached copies of all the games help infine that include these sounds.</p>
<p>Also, I've corrected the Doom1, Doom2 and Chex Quest’s help infine's to remove the erroneously displayed CREDIT graphic in Ultimate Doom, Doom2 and Chex Quest. The original games don't display this screen in their help rotation.</p>
<p>I don't have a registered Doom.wad (well, my current computer doesn't have a floppy disk drive to use my old disks with) to view what the original 3 episode version of Doom1 displays in its help rotation, thus I have left the CREDIT screen in that games help rotation. Though admittedly Chex Quest implies that it probably doesn't.</p>
<p>HacX in Dday hasn't got its own finales ded, to explain why there isn't one attached below.</p> Doomsday Engine - Bug #1709 (New): Infine events interfere with taskbarhttps://tracker.dengine.net/issues/17092014-01-07T20:56:53Zvermil
<p>Pretty much was the subject states. Infine takes control of the taskbar shortcut key, when one imagines it probably shouldn't (due to it's importance, one imagines the taskbar shortcut should probably be exempt).</p>
<p>Also, pressing any key during un-skippable Infine opens the main menu, when I imagine, it probably also shouldn't.</p> Doomsday Engine - Bug #1089 (Progressed): [MP] Client cannot dismiss "Help/Info" finalehttps://tracker.dengine.net/issues/10892012-09-18T10:48:37Zskyjake
<p>While connected to a server, if the client selects the "Info"/"Read this" option in the main menu, it is impossible to dismiss the finale script showing the info/help screen without disconnecting from the server.</p>
<p><strong>Labels:</strong> Multiplayer, User Interface, Game Menu</p> Doomsday Engine - Bug #966 (Progressed): [Doom] Use of CWILV graphics on automaphttps://tracker.dengine.net/issues/9662011-07-20T17:20:40Zvermil
<p>Some Doom pwads replace the CWILV graphics with large amounts of text (i.e. story text) or screenshots.</p>
<p>Notable examples of pwads that do this are the unofficial commercial wads Perditions Gate and Hell 2 Pay.</p>
<p>It looks a bit silly when Dday displays these CWILV graphics in the Map Title and/or automap. In the above mentioned wads it leads to the Map Title displaying story text meant to be seen by the player at the end of the level.</p>
<p>In a smaller and probably negiable issue. The original Doom and Doom2 maps E3M7 and Map11 feature different automap names to their CWILV; "Limbo" and "O of Destruction", rather than "Gate to Limbo" and "Circle of Destruction" respectively. Since Dday began using CWILV graphics on the automap, these alternate map names are no longer displayed by Dday.</p>
<p><strong>Labels:</strong> Graphics</p>