Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-05-10T07:35:51ZTracker
Redmine Doomsday Engine - Feature #2423 (New): Support something like mDNS / Avahi / Bonjour protocol for...https://tracker.dengine.net/issues/24232020-05-10T07:35:51Zjonesmz
<p>I play a lot of local co-op with Doomsday engine. I find it quite clunky to enter the ipaddress of the server that's hosting the game every time.</p>
<p>Instead, for local co-op, it should be possible for the Client GUI to automatically detect a local game, and offer it as a one-click connection.</p>
<p>Technology like mDNS (Sometimes referred to as Avahi or Bonjour) can do this trivially. Avahi is installed by default on many (most?) Linux systems, and has a trivial to use C api. Bonjour comes with all Mac OS X machines as far as I know. Not familiar with the Windows support landscape for this, unfortunately, so I can't comment on that.</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 - Feature #2057 (New): Multiple client instanceshttps://tracker.dengine.net/issues/20572015-05-16T15:24:36Zskyjake
<p>With Snowberry gone, it is feasible to add support for running multiple client instances. When the client is starting, it should check if there already are running instances, and if so, automatically select a new userdir for the new instance.</p>
<p>If the first instance uses, e.g., "~/.doomsday/runtime", the second one could just add a running number: "~/.doomsday/runtime2".</p> Doomsday Engine - Bug #2055 (New): [MP] Multiple instances can't connect to a local serverhttps://tracker.dengine.net/issues/20552015-05-16T10:46:01Zvermil
<p>Multiple instances of Dday running on the same computer can't connect to the same server; Dday immediately disconnects the second player citing a duplicate connection.</p>
<p>In this case, the shell console interestingly incorrectly lists this second players connection time as the time the first player has currently been connected for.</p> Doomsday Engine - Bug #2041 (New): Clipping issue in Hexen MAP10 - Wastelands near {x:160, y:-3248}https://tracker.dengine.net/issues/20412015-05-09T00:15:47Zdanijdanij@dengine.net
<p>Seemingly a logic error in the map renderer, occlusion ranges added for the polyobj geometry result in geometry behind the polyobj being clipped, thus no skymask geometry is drawn, resulting in HOM. In the situation where a polyobj wall segment resides in a subspace with one or more skymasked plane then no occlusion ranges should be added(?)</p> 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 - Bug #1980 (New): Client should refuse to use the same userdir as another alread...https://tracker.dengine.net/issues/19802015-02-16T00:19:06Zvermil
<p>When one has more than Doomsday client running on their computer at once, one get's an illegal operation message on closing one of them.</p>
<p>I pulled this out the out file:<br />^ > Mus_Start > M_Mus2Midi: Failed opening output file "dd-buffered-song1.mid" <br />MasterWorker: Received 7 servers from mas^ : Starting music 'titl'<br />ed to replace renderer.dei: existing file could not be removed.<br />[RemoveError] (DirectoryFeed::removeFile) Cannot remove "renderer.dei" in directory "%<br />HOMEPATH%\Documents\Doomsday Frontend\runtime\configs" <br />^ : Terminated by signal</p> Doomsday Engine - Bug #1972 (New): [MP] Fast-moving planes not always reach destination on client...https://tracker.dengine.net/issues/19722015-02-11T18:44:58Zskyjake
<p>When playing on a remote server with a ping of ~250ms, sometimes fast-moving planes do not reach their destination but rather stop one tic's (?) distance from the target height.</p>
<p>MP setup: coop Doom II MAP26 with plenty of moving enemies.</p> Doomsday Engine - Bug #1961 (New): Client fatal error due to invalid data received from serverhttps://tracker.dengine.net/issues/19612015-02-11T10:11:21Zskyjake
<p>Sometimes (not very often) the client will crash / fatal error when it attempts to read an invalid data packet received from the server. This might be due to the server terminating first due to unhandled exception.</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 - Feature #1917 (New): Copy alert text to Clipboardhttps://tracker.dengine.net/issues/19172014-11-29T00:57:30Zdanijdanij@dengine.net
<p>It would be very helpful if there was button in the Alert notification widget to copy the notifications to the clipboard. Presently one must copy that info manually.</p> Doomsday Engine - Feature #1891 (Progressed): Notification area animationshttps://tracker.dengine.net/issues/18912014-10-28T11:43:02Zskyjake
<p>The animations occurring in the notification area could be improved further. For instance, if an alert notification simply disappears suddenly on its own after a few minutes it could be misunderstood as the problem having "fixed itself".</p>
<ul>
<li>When there is only a single notification visible, its showing and hiding is animated with vertical motion. However, if there is more than one notification, the widgets simply appear and disappear with no animation. The same vertical motion should be individually applied to each notification. In practice, this calls for a redesign of the notification area widget's implementation.</li>
<li>Notifications could also/alternatively be made to fade away when they are hidden rather than abruptly disappearing.</li>
<li>Any notification should support an animation that further signals activity / tries to get the user's attention: a pulse, flash, etc. It would be beneficial if the notification area widget was responsible for these effects, so that individual notifications wouldn't have to handle it.</li>
</ul> Doomsday Engine - Bug #1815 (New): Screen wipe still smoothed with Vanilla renderer profile (cons...https://tracker.dengine.net/issues/18152014-05-27T19:20:40Zdanijdanij@dengine.net
<p>When activating the Vanilla renderer profile in Doom, the transition style would ideally change from the default "smoothed" version to the non-smoothed version.</p> Doomsday Engine - Feature #1765 (New): Multiplayer savegames (co-op)https://tracker.dengine.net/issues/17652014-04-18T08:26:04Zskyjake
<p>The server has all the information it needs to save the complete state of the game. It just needs to sync the state appropriately with the clients, and clients need to be matched with the players in the saved data (using IDs/names).</p>
<p>The primary objective is to support longer co-op plays.</p> Doomsday Engine - Feature #1757 (New): Separate server and client sourceshttps://tracker.dengine.net/issues/17572014-04-18T07:50:04Zskyjake
<p>Currently the server is being built from the same source files as the client, using the <code>__SERVER__</code> preprocessor definition. The code should be refactored so that common functionality is placed into libdoomsday that is linked against both the client and server apps, and that code unique to the server is kept completely separate from the client sources.</p>
<p>This cleanup will ensure that development of both the server and client can continue unimpeded in the future.</p>