Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-11-24T12:51:14ZTracker
Redmine Doomsday Engine - Bug #2436 (In Progress): Incompatibility with the new M1https://tracker.dengine.net/issues/24362020-11-24T12:51:14Zapplecrypt
<p>Just upgraded to the new Mac Mini (M1) 8GB/512GB HDD.<br />Re-downloaded Doomsday (both for stable and then unstable) but neither works properly. The game loads either version of Doom okay - but the main menu text is blurred out red. I can still use this menu so started a new game. The textures aren't working and everything looks quite plain and cartoon-like.</p>
<p>I'm using the same WADs for Doom1/2 that I've been using for years with Doomsday. So, I'm assuming this is something to do with the new M1 processors?</p>
<p>Fwiw, Doom 2 says "Missing Data Files". But, these are all the same WADs I've used for years :?</p>
<p>Hoping this helps?</p>
<p>Cheers<br />Steve</p> Doomsday Engine - Feature #2413 (New): [MP] Configure what the server does after a timeout when n...https://tracker.dengine.net/issues/24132020-02-05T07:19:28Zskyjake
<p>After all players have left a server, it would be good to reset game state after a timeout. New players joining later will then get to start a new game session.</p> Doomsday Engine - Feature #2377 (New): [Hexen] Option for monster respawn ratehttps://tracker.dengine.net/issues/23772019-12-24T06:35:11Zskyjake
<p>Hexen uses a specific ACS script to continually spawn monsters.</p>
Modify the cvar “game-deathkings-respawn-chance” to:
<ul>
<li>Work in Hexen as well </li>
<li>Check that the BEHAVIOR lump is unmodified (that script 255 comes from vanilla HEXEN.WAD)</li>
</ul>
<p><a class="external" href="https://doomwiki.org/wiki/Hexen_scripted_monster_spawning">https://doomwiki.org/wiki/Hexen_scripted_monster_spawning</a></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 #2262 (New): [Hexen] Quest switches in Griffin Chapel aren't workinghttps://tracker.dengine.net/issues/22622017-08-08T06:50:21ZgeNia
<p>Hello.</p>
<p>I can't progress in Hexen, because the switches in Griffin Chapel are not working. Just nothing happens.<br />This happens on DE 2.0.2, as well as 2.0.3 and 2.1.<br />Works normally in 1.15.8</p>
<p>My machine runs Windows 7 SP1</p> Doomsday Engine - Bug #2258 (New): [Doom] Falling through 3D bridgeshttps://tracker.dengine.net/issues/22582017-07-21T03:40:34Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>These are the "3D" bridges in which an invisible platform is raised to cross when going over the bridge and the platform drops to the ground when going under. There are a couple of bridges in Plutonia 2 where you can fall through them if you are standing on them. You're fine if you walk or run over the bridge. If you fall through, you will be trapped within that platform that rises/falls, usually a rectangular shape. This doesn't appear to happen in other ports.</p>
<p>There are at least two areas where this happens. One of them is the bridge in Plutonia 2 Map05, right behind the starting area. There is one at -885, -665, -272 in Map11 where this issue also happens.</p> Doomsday Engine - Bug #2236 (New): Hitscan issueshttps://tracker.dengine.net/issues/22362017-04-04T03:16:00Ztheleo_ua
<p>Hitscan issues</p>
<p>1) Try to hit pottery in Hexen map01 with fighter like in this video: <a class="external" href="https://www.youtube.com/watch?v=Vk7kHxKwflE#t=0m09s">https://www.youtube.com/watch?v=Vk7kHxKwflE#t=0m09s</a></p>
<p>Actual result: hits accepted but pottery is alive or hits missed but fighter has "recharge" animation<br />Expected result: pottery should be broken or "recharge" animation should not happen (and hit should miss in this case)</p>
<p>Reproduced in 2.0 stable without addons</p>
<p>CFG+LOGS: <a class="external" href="https://drive.google.com/file/d/0BygbyP4_qEiTbHFKUGUwZy1GTW8/view?usp=sharing">https://drive.google.com/file/d/0BygbyP4_qEiTbHFKUGUwZy1GTW8/view?usp=sharing</a></p> Doomsday Engine - Feature #2179 (New): Map has no secrets, displayed as 0% (vs. 100%)https://tracker.dengine.net/issues/21792016-09-13T05:15:20ZDrako
<p>build 2072<br />When the number of items or secrets in a level is 0 then the final screen after that level shows 0% instead of 100%. See a example on the attached screenshot.</p> Doomsday Engine - Feature #2155 (New): BOOM support for sunlust.wadhttps://tracker.dengine.net/issues/21552016-04-02T01:34:59Zunderskyzx
<p>Right when the first map starts it's necessary to activate a block with a painted skull (can't miss it, no other path to go) but nothing happens.</p>
<p>I tried to rebind the "use" key but looks like it's static, which renders this awesome award wining megawad unplayable on Doomsday Engine.</p> Doomsday Engine - Bug #2109 (New): [Doom] "Doomsday of UAC" invisible stairs not climablehttps://tracker.dengine.net/issues/21092015-08-08T22:46:54Zvermil
<p>Doomsday of UAC is one of the most famous early Doom pwads, partly because it features the earliest known example of the self referencing sector hack, used to create both invisible stairs and a floating Cyber Demon.</p>
<p>However, Doomsday has never supported the self referencing hack in the way it is used to create the main body of the mentioned stairs. Thus this famous pwad has never been playable through in Dday (and I don't just mean visually, I mean actually playing it through).</p>
<p><a class="external" href="http://doomwiki.org/wiki/Doomsday_of_UAC">http://doomwiki.org/wiki/Doomsday_of_UAC</a><br /><a class="external" href="http://www.doomworld.com/idgames/?file=levels/doom/s-u/uac_dead.zip">http://www.doomworld.com/idgames/?file=levels/doom/s-u/uac_dead.zip</a></p> Doomsday Engine - Bug #2013 (New): [Doom] Pain Elemental Vanilla/Boom compatibility optionhttps://tracker.dengine.net/issues/20132015-04-08T17:05:05Zvermil
<p>In Vanilla Doom, Pain Elementals can fire their Lost Souls through impassable barriers; this is taken advantage of on Map28 of Doom2.</p>
<p>However Boom changed the spawning behaviour of a PE's Lost Souls, which in turn both prevents Lost Souls being launched through impassable barriers and also prevents them being spawned at sharp vertical angles that Vanilla Doom allowed.</p>
<p>Dday has changed this behaviour to match Boom but currently offers no compatibility option to restore Vanilla Doom's behaviour (which is also expected by some classic pwads)</p> Doomsday Engine - Bug #1988 (New): [MP] When spawning on a weapon, weapon fires at speed of pistolhttps://tracker.dengine.net/issues/19882015-03-08T02:10:33Zeunbolteunbolt@gmail.com
<p>not sure if this is still a bug.<br />When spawning ontop of a weapon in deathmatch, latest doomsday stable build doomsday 1.14-5<br />sprite stays as pistol, and you fire whatever you spawned on at the speed of the pistol<br />e.g. pistol fireing speed rocket launcher.</p>
<p>bug can be reporoduced on nz/au dwango12 deathmatch</p> Doomsday Engine - Feature #1986 (New): [MP] Configure what the server does when an episode endshttps://tracker.dengine.net/issues/19862015-03-02T08:52:26Zskyjake
<p>Currently if an episode ends, the server will get stuck in the finale animation and the only way forward is to manually change to a different map on the server using a console command. It would be much preferable if the server admin could choose what happens next, e.g., continue to the next episode or start again from the first episode.</p>
<p>In an ad-hoc server setup, the clients should have the option to vote on which episode to start next.</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 #1968 (New): [Heretic, HeXen] Player's death removes footclipping effect (v...https://tracker.dengine.net/issues/19682015-02-11T11:10:57Zvermil
<p>When the player dies whiles footclipped, the footclipping is incorrectly disabled when the player dies (i.e the player view jumps up to it's non-footclipped position when the player dies).</p>