Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-01-03T07:22:02ZTracker
Redmine Doomsday Engine - Feature #2439 (New): Copy/paste to/from clipboard in the command prompthttps://tracker.dengine.net/issues/24392021-01-03T07:22:02Zskyjake
<p>The command prompt (and any other input field) should support standard desktop clipboard copy and paste shortcuts.</p>
<p>The input fields don't have support for marking selected ranges, but instead copying can copy the entire contents of the field and pasting should insert text at the cursor.</p> Doomsday Engine - Bug #2259 (New): Mouse unusable on ArchLinux with Gnome / Waylandhttps://tracker.dengine.net/issues/22592017-07-23T16:26:19ZPaullux
<p>Hello,</p>
<p>In Gnome, wayland replace Xorg, and in Wayland there is a problem with the mouse, it is unusable.</p>
<p>In logging, I can choose Gnome on Xorg, and there ins't the problem with the mouse.</p>
<p>Can you adapt Doomesday to Wayland please ?</p> Doomsday Engine - Bug #1999 (New): Window focus/close events ignored during busy mode (should defer)https://tracker.dengine.net/issues/19992015-03-18T15:25:42Zvermil
<p>Dday currently pauses if the window looses focus during gameplay. However, it doesn't pause if it looses focus during loading (i.e loading a map).</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 - Feature #1886 (In Progress): Use SDL 2 for window management, display modes, co...https://tracker.dengine.net/issues/18862014-10-20T15:17:31Zskyjake
<p>SDL 2 has quite good support for low-level functionality that is essential to games. Particularly, it supports native input APIs like XInput on Windows, for raw device events. Using SDL 2 instead of custom code and Qt for all these things (wm, video, input) should improve robustness and reduce the maintenance burden.</p>
In practice:
<ul>
<li>SDL 2 should be linked to libgui and there should be a variant of GLWindow that creates an underlying SDL_Window.</li>
<li>DisplayMode should be removed and replaced with SDL video functions.</li>
<li>Qt's OpenGL API wrappers should still be usable with an SDL-created OpenGL context (after creating a QOpenGLContext representing the previously created context).</li>
</ul> Doomsday Engine - Bug #1880 (New): Key repeat rate is dependent on the user's configuration at OS...https://tracker.dengine.net/issues/18802014-10-16T23:50:52Zdanijdanij@dengine.net
<p>In-game key repeat rates are entirely dependent upon how one configures their OS. Obviously this is a very serious issue because it completely changes the feel of the game.</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 - Feature #1758 (New): Separate left/right modifier keys (Shift, Alt, etc.)https://tracker.dengine.net/issues/17582014-04-18T07:53:17Zskyjake
<p>If the left and right modifier keys would be detected separately, this could allow more fine-grained key bindings. Useful for instance with split-screen multiplayer using a single keyboard.</p> Doomsday Engine - Bug #1042 (New): [Windows] Alt key and console activationhttps://tracker.dengine.net/issues/10422012-05-15T08:16:30Zvermil
<p>Pressing the Alt Key randomly seems to stop the Console activation key from working.</p>
<p>Once the console activation key has stopped working, it randomly seems to start working again after pressing the Alt Key.</p>
<p>Apologies for the simple explanation.</p>
<p><strong>Labels:</strong> Controllers</p> Doomsday Engine - Bug #1041 (New): [Windows] Pressing Alt/AltGr key confuses turninghttps://tracker.dengine.net/issues/10412012-05-15T07:57:25Zvermil
<p>Repeatedly tapping the Alt key while pressing left or right appears to confuse the movement/camera interpolation, causing it to often jump rather than move smoothly, in 1.9.8 stable.</p>
<p><strong>Labels:</strong> Controllers</p> Doomsday Engine - Feature #1547 (New): Command for manipulating numeric controlshttps://tracker.dengine.net/issues/15472011-10-02T16:57:05Zvermil
<p>There is no impulse command for attacking.</p>
<p>Also, no error message is printed when one inputs an unknown impulse.</p>
<p><strong>Labels:</strong> Controls</p> Doomsday Engine - Feature #1541 (Progressed): Joystick axis settings (sensitivity, max speed)https://tracker.dengine.net/issues/15412011-06-28T23:32:11Zsmoothshoessmoothshoes@users.sourceforge.net
<p>Mouse has sensitivity controls for both yaw and pitch<br />input-mouse-x-sensi<br />input-mouse-y-sensi</p>
<p>However, joystick seems to have just one global sensitivity<br />input-joy-sensi</p>
<p>Just one global joystick sensitivity makes control difficult because of the following:</p>
<p>input-joy-sensi 5 works great for movements, but it's difficult to aim with<br />input-joy-sensi 1 works great for aiming, but movement is much too slow</p>
<p>what would be great is to have sensi for each axis<br />input-joy-x-sensi<br />input-joy-y-sensi<br />input-joy-Rx-sensi<br />input-joy-Rz-sensi</p>
<p>Also there is a pitch speed, but not a yaw speed<br />ctl-look-speed <- variable exist, but only has 1-5 range<br />ctl-turn-speed <- variable doesn't exist</p>
<p>For keyboard and joystick speed adjustments while zooming, like what can be done with mouse:</p>
<p>bind +shift "rend-camera-fov 30;input-mouse-x-sensi 12;input-mouse-y-sensi 12" <br />bind -shift "rend-camera-fov 120;input-mouse-x-sensi 48;input-mouse-y-sensi 48"</p>
<p>It would be nice to be able to do the same with joystick/keyboard, such as:</p>
<p>bind +shift "rend-camera-fov 30;ctl-turn-speed 12;ctl-look-speed 12" <br />bind -shift "rend-camera-fov 120;ctl-turn-speed 48;ctl-look-speed 48"</p>
<p>Thanks for your consideration, and the awesome Doomsday engine!</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Bug #778 (Progressed): Gamepad usability issueshttps://tracker.dengine.net/issues/7782009-09-17T16:56:13Zdanijdanij@dengine.net
<p>After hearing several harrowing reports about completely broken joystick/joypad support in Doomsday I decided to pick myself up a wireless XBOX360 controller to try it out for myself (I had been planning on getting one anyway).</p>
<p>On starting Doomsday I expected that I would at least be able to get feedback from my joypad, however this was not the case. The only way I could get the joypad to even function was to change the default value of the variable "joydevice" (used with cvar "input-joy-device") in sys_input.c (Doomsday was defaulting to use device zero (which on this system is the virtual HID for my art tablet)).</p>
<p>Due to the problem with the config files not being read early enough there is no way to change the joystick/joypad device (obviously only affects systems with many HIDs but it is very common these days to have more than one (joypad, remote control, external laptop navpad, game boards...).</p>
<p>Next, I was on to trying the default bindings. Sadly, I was completely unable to start a game without first reconfiguring the controls and even then I ran into the following issues:</p>
<ul>
<li>After binding menu open/close to another button on the joypad I was able to open but not close the menu.</li>
<li>Impossible to bind the POV hat for anything useful (seems that B_BindCommand is deleting all other bindings for the hat when you create a new one (most likely lacking the angle qualifier)).</li>
<li>Possible to bind the joystick axes for menu navigation but once you do, the menu begins wildly repeating events (seems to be missing a repeat delay).</li>
<li>Axis position drifting. Regardless of how I configured the deadzone and scale values for a particular axis I could not eliminate the drifting.</li>
<li>No repeaters for the POV hat.</li>
<li>Lookspring is broken.</li>
<li>Most of the ctl-* cvars no longer work.</li>
<li>Due to the issue with held controls during bind context (de)activation (see here <a class="external" href="http://sourceforge.net/tracker/?func=detail&aid=2849414&group_id=74815&atid=542099">http://sourceforge.net/tracker/?func=detail&aid=2849414&group_id=74815&atid=542099</a>), most of what should be possible with the Doomsday binding system is not.</li>
</ul>
<p>Joystick/joypad support is not looking good atm.</p>
<p><strong>Labels:</strong> Controllers</p> Doomsday Engine - Feature #1449 (Progressed): Setup bindings/controls via taskbar UIhttps://tracker.dengine.net/issues/14492007-06-07T09:48:51Zharryboamharryboam@users.sourceforge.net
<p>I think it would greatly ease the use of Doomsday for first time users if all the options were done from the control panel, such as the controls, HUD options etc as you can use a mouse to select things, so would get the job done fairly quickly. Or it would be nice to have an extra tab in snowberry to set the controls.</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Feature #1308 (Progressed): Splitscreen multiplayerhttps://tracker.dengine.net/issues/13082003-11-01T12:50:11Zjaqubossjaquboss@users.sourceforge.net
<p>Splitscreen coops in legacy are great.<br />(better that LANcoop games)<br />Let´s add splitscreen to Doomsday!!!</p>