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 - Feature #2395 (New): Exporting and importing game profiles (files and dengine.net)https://tracker.dengine.net/issues/23952020-01-05T09:07:45Zskyjake
<p>Custom game profiles should be exportable/importable. The exported profile could simply be a .dei file with just one profile.</p>
<p>An interesting prospect is allowing submitting custom profiles to dengine.net to a public repository that is browsable via Doomsday's game library UI. This would make it very easy to share profiles with other users. Profiles submitted to the public repo would have to be manually reviewed before being published, though, to check that the PWAD links are valid and the profile works correctly.</p> Doomsday Engine - Feature #2394 (New): Episodes defined in game profilehttps://tracker.dengine.net/issues/23942020-01-05T09:00:30Zskyjake
<p>@Drako:</p>
<blockquote>
<p>There should be an easy way to organize PWAD files as episodes in profiles. The PWAD files in such profiles should be automatically downloaded if the URL is provided. Maps in these PWAD could be identified by the CRC-32 of a PWAD and the MAP internal name (see <a class="issue tracker-1 status-1 priority-3 priority-high2" title="Bug: Recognizing IWAD/PWAD files with more accuracy (using CRC-32) (New)" href="https://tracker.dengine.net/issues/2382">#2382</a>).</p>
</blockquote>
<p>In practice, new information would be added in game.dei. An Episode block would specify one or more PWADs to load, and optionally a full Episode DED that specifies the level progression. Autogenerating a progression would also be possible be just looking at what maps are provided by the PWADs.<br /><pre>
profile {
name: Master Levels for DOOM II
game: doom2
episode "The Catwalk" {
pwads <CATWALK.WAD@120cd525>
# insert the Episode DED contents here
# (if missing, generate an Episode based on all the maps in the PWAD)
}
episode "Virgil's Lead" {
pwads <VIRGIL.WAD@4d0b58e8>
}
userCreated: True
useGameRequirements: True
autoStartSkill: 3
}</pre></p>
<p>Instead of "filename@crc32", the PWAD could also be specified as "download-url@crc32". (Need to deal with broken links, though?)</p> 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 - Feature #2325 (New): A way to vote for a specific maphttps://tracker.dengine.net/issues/23252019-03-25T06:28:29Ztacgnol
<p>Forum thread : <a class="external" href="https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer">https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer</a></p>
<p>A way to vote for a specific map by a regular player. A popup box could open after selecting the vote option, and then the player can select between all the available map on the server. If it can support pwad too, it would be perfect :)</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 - Feature #2289 (New): Filtering game profiles in Home using search termshttps://tracker.dengine.net/issues/22892018-10-27T19:07:56Zskyjake
<p>When there are many profiles, it would help to use search terms to narrow down which profiles to show (similar to the Mods tab).</p> Doomsday Engine - Feature #2035 (New): Map lighting editor (volume, surface, and point sources)https://tracker.dengine.net/issues/20352015-05-05T10:22:11Zskyjake
Rethinking and extending the old bias light editor (<a href="http://dengine.net/dew/index.php?title=Bledit_(Cmd)" class="external">bledit</a>), the map editor should include a mode for editing the lighting of a map.
<ul>
<li>Volume lighting is the traditional sector-based lights.</li>
<li>Surface lighting is where planes and walls can emit light (e.g., sky ceilings, glowing lava).</li>
<li>Point lighting is for the (semi)static vertex-based lighting ("bias lights"), dynamic light sources, and other light sources suitable for shadow mapping.</li>
</ul> Doomsday Engine - Feature #2032 (New): Game world debugger/inspector sidebarhttps://tracker.dengine.net/issues/20322015-05-03T21:40:35Zskyjake
<p>When debugging gameplay issues, it would be helpful to see more information about objects visually in addition to just ID numbers overlaid on top of the game view.</p>
A new sidebar could be added as a debugging aid, for both developers and map authors:
<ul>
<li>Add persistent "watches" on specific objects and surfaces, to see information boxes displaying their state.</li>
<li>Highlight when values change.</li>
<li>Trigger a breakpoint when a certain value changes (?).</li>
<li>Edit state values on the fly (?).</li>
</ul>
<p>This would essentially be a GUI for the <code>inspect*</code> console commands.</p> Doomsday Engine - Feature #1851 (New): [UI] Dynamic release noteshttps://tracker.dengine.net/issues/18512014-08-08T13:46:23Zskyjake
<p>When Doomsday first starts up after an upgrade, a popup should appear notifying the user of relevant changes. This would replace the need for a release note page in the wiki.</p>
This notification would need to be dynamic, so that it would:
<ul>
<li>know which version the user upgraded from</li>
<li>which is the current version</li>
<li>download from the wiki all the changes fitting in this range and format them for display</li>
</ul>
This could be designed with DEW as the backend, so that each individual feature/note would have its own page in some special wiki category. Each item could have:
<ul>
<li>a priority level for sorting (to show the more important ones first)</li>
<li>title (single-sentence summary)</li>
<li>optionally a picture</li>
<li>short paragraph of text describing the feature (could contain links etc.)</li>
</ul> Doomsday Engine - Feature #1511 (New): List all cheats in context help for ccmd cheathttps://tracker.dengine.net/issues/15112010-03-31T13:19:31Zdanijdanij@dengine.net
<p>When using the context help for the ccmd cheat it would be helpful if all recognised cheat name strings were listed (similar to ccmd give).</p>
<p><strong>Labels:</strong> User Interface</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>