Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-02-17T16:28:19ZTracker
Redmine Doomsday Engine - Bug #2450 (New): weapon stretchedhttps://tracker.dengine.net/issues/24502021-02-17T16:28:19ZMagmarock64
<p>Even when 1 to 1 aspect ratio is selected the weapons sprites in all Doom Heretic and Hexen games is still stretched to much</p> Doomsday Engine - Bug #2194 (New): Enhanced player weapon 3D model animations (VR compatible)https://tracker.dengine.net/issues/21942017-01-19T10:34:18Zskyjake
<p>The player weapon 3D models use a vanilla-like sine-curve bobbing animation. However, if the model author would be able to animate the bobbing as its own animation sequence, it would allow for more realistic and varied weapon-carrying animations.</p>
<p>This is also important for "real-world" 3D positioning in VR, where having a realistic position and motion for the weapon is more important.</p> Doomsday Engine - Bug #1597 (New): [HUD] Psprite positioning too lowhttps://tracker.dengine.net/issues/15972013-10-18T11:06:36Zskyjake
<p>Psprites are positioned slightly too low (8-10 virtual pixels) (dependent on display aspect ratio; positions correct with 4:3 ratio).</p>
<p>We should also make the HUD weapon model positioning act better wrt to FOV angle / display ratio.</p> Doomsday Engine - Bug #1592 (New): [HUD] Weapon lower animation briefly restartshttps://tracker.dengine.net/issues/15922013-10-18T10:57:35Zskyjake
<p>With HUD 3D models, the weapon lower animation briefly restarts.</p>
<p>See veirdo's "HUD_Mage" add-on available in the user forums (timing issue? Hexen only?).</p> Doomsday Engine - Bug #1008 (New): HUD weapon discrepancy (in release build?)https://tracker.dengine.net/issues/10082012-03-09T21:17:45Zdanijdanij@dengine.net
<p>Load Heretic with the attached DED in a _DEBUG build and switch to the Blaster. The weapon should fire, lower and remain lowered (hidden). However, in a release build the weapon is not hidden and is instead drawn floating at the top of the view window.</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Bug #882 (New): Fullbright psprites and colored lightinghttps://tracker.dengine.net/issues/8822010-03-31T15:46:15Zdanijdanij@dengine.net
<p>Drawing fullbright psprites currently looks rather odd when colored sector lighting is in effect.</p>
<p>I proposed an algorithm to address this here:<br /><a class="external" href="http://www.doomworld.com/vb/doom-editing/50414-zdoom-colored-sector-and-weapons-flash/">http://www.doomworld.com/vb/doom-editing/50414-zdoom-colored-sector-and-weapons-flash/</a></p>
<p>Due to the way the current material/texture system works it is currently impractical to implement this presently but we should consider it for 2.0</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Bug #729 (New): Models cut off in 16:10 view ratiohttps://tracker.dengine.net/issues/7292009-07-13T22:03:59Zrishootyrishooty@users.sourceforge.net
<p>Hello. I just recently started using my widescreen tv as a monitor since my last one broke. Everything works fine at its native resolution of 1440x900 or any lower 16:10 res with the exception of doomsday when I have models turned on. For the most part it looks fine, but I notice that the lower parts of weapons are cut off even when the HUD is removed. Yet 2-d graphics run fine and I can see the weapons entirely. Going to a standard 4:3 ratio works, but I would be sacrificing the quality of everything else. This applies to beta 6.4 and 1.8.6, also doesn't matter what models I am using. [abbs, jdrp, dreadus' resources, ect.]</p>
<p><strong>Labels:</strong> Graphics</p>