Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-02-01T09:27:43ZTracker
Redmine Doomsday Engine - Bug #2447 (Resolved): [Hexen] Sky texture is not tall enoughhttps://tracker.dengine.net/issues/24472021-02-01T09:27:43Zskyjake
<p>In Hexen, no Sky definitions are currently being used because MAPINFO is translated into Map Info definitions on the fly, and those contain information about the sky layers.</p>
<p>However, the "Sky height" parameter does not appropriately reflect that Hexen sky textures are 200 pixels like in Heretic, unlike DOOM which has 128-pixel-high skies.</p> Doomsday Engine - Bug #2446 (Resolved): [Heretic] Sky texture is stretched and only partially vis...https://tracker.dengine.net/issues/24462021-01-31T15:00:52Zskyjake
<p>It appears there is a regression in the sky renderer (or sky definitions) of Heretic that cause the sky texture to be only partially visible.</p>
<p>The sky appears normal in Doom, but Heretic's sky textures are taller.</p> Doomsday Engine - Bug #2442 (Resolved): Plane texture misalignment with non-64x64 sizehttps://tracker.dengine.net/issues/24422021-01-13T22:06:33Zskyjake
<p>Plane textures are by default aligned to a 64x64 grid. However, if the plane material has a different size, coordinate alignment should use that size instead.</p> 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 - Feature #2392 (New): Sky-lit sectors should not be dimmer than non-sky-lit sect...https://tracker.dengine.net/issues/23922020-01-01T17:04:01Zskyjake
<p>The sky is supposed to be a bright light source, so it should not subtract light from a sector, only add to it.</p>
<p>Could be worthwhile to investigate non-saturating over-bright light levels (255+) that behave as HDR light values. The renderer could dynamically adjust the exposure depending on which sector the player is looking at, so that over-bright sectors would be the fullbright ones and others would become dimmer.</p>
<p>Good test map: AV map23. The red sky makes sky-lit sectors too dim.</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 - Feature #2383 (New): Stereo rendering convergence settinghttps://tracker.dengine.net/issues/23832019-12-27T14:41:54Zskyjake
<p>(<a href="https://talk.dengine.net/discussion/2772/stereoscopic-mode-is-not-quite-adjustable" class="external">From the forums.</a>)</p>
<p>There's no way to adjust stereo convergence. It's only possible to adjust the separation level ("IPD") coupled with a very high fixed convergence level that puts the distance to screen depth and everything else closer than that.</p>
<p>This is not right for 3D displays — for monitors or TV's it's incorrect. The distance should be behind the screen. Think of it this way: imagine the two cameras representing the picture for the two eyes. Two things must be adjustable: 1.) The angle of those two cameras relative to each other, and 2.) The distance between those two cameras.</p>
<p>The other problem is that there's no way to change the depth of the weapon sprites (without 3D models). They are currently at screen depth. Make it possible to change the depth of the weapons (along with the rest of the HUD elements and game menus).</p> Doomsday Engine - Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedorahttps://tracker.dengine.net/issues/23762019-12-23T07:52:50Zthesourcehim
<p>In the latest unstable build 3276 (linux) Hexen can not be played due something weird going on with level geometry (see attached screenshot, created right after starting new game).</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 - Bug #2363 (New): Light Amplification powerup doesn't affect psprite 3D modelshttps://tracker.dengine.net/issues/23632019-12-06T06:22:55Zskyjake
<p>The light amplification powerup doesn't affect the hud models.</p>
<p><code>StateAnimator</code> needs a way to access the player's powerup counters. What is needed here is analogous to the old model selectors feature, but now we can use Doomsday Script to access the data more directly and transparently.</p> Doomsday Engine - Feature #1668 (New): Support id Tech 1 map hacks with sector lightlevels outsid...https://tracker.dengine.net/issues/16682013-11-25T21:13:00Zvermil
<p>The Doom map format allows sectors to have lightlevel values outside the normal 0...255 range. However, out-of-bounds values can be used to produce some special effects:</p>
<ul>
<li>Higher than 255 causes animated sector lights to stay fullbright longer</li>
<li>Higher than 255 removes/reduces the lighting change due to wall direction</li>
<li>Lower than 255 causes animated sector lights to stay black longer</li>
</ul>
<p>An example map is Map31 of this pwad: <a class="external" href="http://www.doomworld.com/vb/wads-mods/66113-doom-2-the-way-id-did-released-bugfix-update-nov-16/">http://www.doomworld.com/vb/wads-mods/66113-doom-2-the-way-id-did-released-bugfix-update-nov-16/</a></p>
<p>☑️ When one loads a save game on such a map, sectors with brightness higher than 255 are incorrectly set to 0 once the map has loaded.</p> Doomsday Engine - Feature #1648 (Progressed): Complete vanilla DOOM emulationhttps://tracker.dengine.net/issues/16482013-11-02T14:26:05Zskyjake
<p>This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vanilla Doom (except with higher resolution, etc. — we aren't going to implement, say, a column-based software renderer).</p> Doomsday Engine - Feature #1603 (Progressed): Support for id Tech 1 map hackshttps://tracker.dengine.net/issues/16032013-10-18T14:05:46Zskyjake
<p>With carefully manipulated map data, the original DOOM engine could be tricked into rendering special effects like deep water. Doomsday should replicate the appearance of these hacks using 3D geometry. Similarly, limitations of the usual 2.5D physics can be worked around with tricks that involve dynamic behavior of sectors (e.g., bridges).</p> Doomsday Engine - Feature #1585 (Progressed): [Map Hack] Extra plane (e.g., Hell Revealed II MAP01)https://tracker.dengine.net/issues/15852013-09-10T02:22:47Zlucasavdlucasavd@users.sourceforge.net
<p>Hello, there is a pwad named Hell Revealed II which happens to use a different kind of bridge on map01, this time with a floor texture, yet similar to the one found on Plutonia's map02 (still not correctly rendered in any way). So, should you add support for that map hack too?</p>
<p>Sample attached in the ticket.</p>
<p>Note that the sector surrounding the "floating" floor is only 1 map units thick.</p>