Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312023-12-10T06:44:57ZTracker
Redmine Doomsday Engine - Bug #2471 (New): Custom fog values are reset to default values when the "reset"...https://tracker.dengine.net/issues/24712023-12-10T06:44:57ZRemiliaScarlet
<p>If you open a map that uses custom Fog color/start/end values, then type <code>reset</code> in the console, the map's fog settings are lost and the default values are used instead.</p>
<p>Short example: <a class="external" href="https://www.youtube.com/watch?v=z9e0-22MZJM">https://www.youtube.com/watch?v=z9e0-22MZJM</a></p>
<p>I tested this with Doomsday v2.3.1</p> Doomsday Engine - Bug #2470 (New): File WAD cannot be played back.https://tracker.dengine.net/issues/24702022-09-28T19:55:55ZSarawut
<p>When opening file WAD, it exits the program and displays this message.</p> Doomsday Engine - Feature #2469 (New): NVIDIA RTX Ray Tracing Supporthttps://tracker.dengine.net/issues/24692022-08-30T04:21:42Zl473x
<p>I love your game engine. It would be great to introduce ray tracing support for NVIDIA RTX cards that support it. Another engine has this feature (see <a class="external" href="https://github.com/sultim-t/prboom-plus-rt/releases/tag/v2.6.1-rt1.0.7">https://github.com/sultim-t/prboom-plus-rt/releases/tag/v2.6.1-rt1.0.7</a>) but it pales in comparison to the feature set that Doomsday has.</p> Doomsday Engine - Bug #2468 (New): build with openGL ES (-DDENG_OPENGL_API=GLES3) is brokenhttps://tracker.dengine.net/issues/24682022-01-03T09:39:54Zguillaume_g
<p>Since the update from 2.2.2 to 2.3.1, the build with openGL ES (-DDENG_OPENGL_API=GLES3) is broken.</p>
<p>2.3.3 currently fails with:<br /><pre>
[ 422s] [ 97%] Building CXX object apps/client/CMakeFiles/client.dir/src_render_fx_turbo.cpp.o
[ 422s] cd /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client && /usr/bin/c++ -DDENG_64BIT_HOST=1 -DDENG_BASE_DIR=\"/usr/share/doomsday\" -DDENG_HAVE_UPDATER -DDENG_LIBRARY_DIR=\"/usr/lib64/doomsday\" -DDENG_NO_FIXED_ASM=1 -DDENG_OPENGL_ES=30 -DDENG_PLATFORM_ID=\"source\" -DDENG_STABLE=1 -DDENG_X11 -DQT_CORE_LIB -DQT_GUI_LIB -DQT_NETWORK_LIB -DQT_NO_DEBUG -DQT_OPENGLEXTENSIONS_LIB -DQT_OPENGL_LIB -DQT_WIDGETS_LIB -DUNIX=1 -D_GNU_SOURCE=1 -D__64BIT__=1 -D__CLIENT__=1 -D__DOOMSDAY__=1 -D__USE_BSD -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/client -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/client_autogen/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/client/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/api -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/client/include/unix -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libappfw/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libcore/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libgui/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/libshell/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/apps/libdoomsday/include -I/home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/sdk/liblegacy/include -isystem /usr/include/qt5 -isystem /usr/include/qt5/QtCore -isystem /usr/lib64/qt5/mkspecs/linux-g++ -isystem /usr/include/qt5/QtNetwork -isystem /usr/include/qt5/QtGui -isystem /usr/include/qt5/QtOpenGLExtensions -isystem /usr/include/qt5/QtWidgets -isystem /usr/include/qt5/QtOpenGL -mbranch-protection=standard -O2 -Wall -D_FORTIFY_SOURCE=2 -fstack-protector-strong -funwind-tables -fasynchronous-unwind-tables -fstack-clash-protection -Werror=return-type -flto=auto -g -DNDEBUG -std=c++11 -Wno-deprecated-copy -Wno-class-memaccess -Wno-address-of-packed-member -O2 -g -DNDEBUG -DDENG_NO_RANGECHECKING -fno-tree-fre -Wall -Wextra -Wno-deprecated-declarations -Wno-missing-field-initializers -I/usr/include/SDL2 -D_REENTRANT -fPIC -std=gnu++11 -MD -MT apps/client/CMakeFiles/client.dir/src_render_fx_turbo.cpp.o -MF CMakeFiles/client.dir/src_render_fx_turbo.cpp.o.d -o CMakeFiles/client.dir/src_render_fx_turbo.cpp.o -c /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/src_render_fx_turbo.cpp
[ 422s] /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/src_render_fx_turbo.cpp: In member function 'virtual void fx::Ramp::draw()':
[ 422s] /home/abuild/rpmbuild/BUILD/Doomsday-Engine-2.3.1/doomsday/build/apps/client/src_render_fx_turbo.cpp:744:21: error: 'NV_texture_barrier' is not a member of 'de::GLInfo'
[ 422s] 744 | GLInfo::NV_texture_barrier()->glTextureBarrierNV();
[ 422s] | ^~~~~~~~~~~~~~~~~~
[ 422s] make[2]: *** [apps/client/CMakeFiles/client.dir/build.make:736: apps/client/CMakeFiles/client.dir/src_render_fx_turbo.cpp.o] Error 1
</pre></p>
<p>This is from openSUSE Tumbleweed for aarch64.</p> Doomsday Engine - Bug #2467 (New): Mods in Multiplayerhttps://tracker.dengine.net/issues/24672021-10-23T18:51:21ZGiskard_hun
<p>If player joins to a server, all of the mods are disabled. Would be better to enable them automatically, as in case of Single Player</p> Doomsday Engine - Bug #2466 (New): Countershttps://tracker.dengine.net/issues/24662021-10-23T18:38:37ZGiskard_hun
<p>The killing, secret and items counters doesn't work well in multiplayer coop. Even if player joins into an existing server.</p> Doomsday Engine - Feature #2465 (New): Keeping arsenal in coophttps://tracker.dengine.net/issues/24652021-10-23T18:36:14ZGiskard_hun
<p>in Quake1 it was very cool, if player dies he spawned with the same arsenal (also weapons and ammos) what he brought from the previous map. This way the player doesn't need to waste minutes again and again to find weapons. In quake1 the players also can found their dropped arsenal in a baskpack near his corpse. I know its not quake, but the gameplay experience would be better I think.</p> Doomsday Engine - Bug #2464 (New): Player's weapon problem in multiplayerhttps://tracker.dengine.net/issues/24642021-10-23T15:11:45ZGiskard_hun
<p>Hello,</p>
<p>First of all, thank you for your work on this great engine. Believe or not, I follow your work from 1.8.6.<br />The bug what I found existing only in multiplayer: the other player model doesn't "wear" the currently used weapon. In deetails: Player1 only visible with his arms on Player2's monitor (and vica-versa). If Player1 is using <del>for ex.</del> shotgun, his multiplayer model animation plays only the fist animation, there is no weapon in his hands. But when Player2 disconnected from multiplayer game, Player1 "got" his shotgun for a second while the Player2's screen was faded out.<br />It was ok in 1.8.6</p> Doomsday Engine - Bug #2463 (New): Game controllershttps://tracker.dengine.net/issues/24632021-09-02T23:15:03ZTechnitronik
<p>Hi,</p>
<p>I think I'am alone to find it's a problem or I'm alone to play really with Doom!<br />In old versions of Doomday engine we could configure a key to control "LOOKSPRING" <br />ON OR OFF when playing game. The reason why it is important is if you create<br />levels like me with Doom Builder when you play "REALLY" with Doom and not<br />only speak on forums you will understand. This problem is due to the<br />device used to play. If using Trackball, when you point with rocket<br />or any long distance arm, the target is far away and the shoot will<br />be too high or to low to shoot the target. Because the ball of the<br />trackball is used to move player and not to shoot. The only way<br />to control the VERTICAL angle of the arm is KEYBOARD key or the<br />WHEEL between the two strandard buttons. But those two trigger<br />are not precise and use a STEP by STEP Vertical movement. If<br />you move only one step, far away from player this result in<br />too high or too low calculate target.</p>
<p>In old Doomday engine the key EX: ALT could be programmed<br />to pass the VERTICAL arm setting to the BALL that was really<br />more precise and really FINE TUNE to point the target. When<br />pointed a far away target we had only to HOLD momentary the<br />ALT key, adjust the VERTICALY position of the arm and release<br />the key to restore the BALL for player movement.</p>
<p>Technitronik</p> Doomsday Engine - Bug #2462 (New): Cannot Load any Cranium or Dr Sleep Master Levels https://tracker.dengine.net/issues/24622021-08-07T06:15:26Zwzbhptguuk
<p>I have been working my way through all of the Master Levels, and unfortunately, once I got up to the following levels, made by Cranium or Dr Sleep, Doomsday fails to load the .WAD, instead ignoring it and loading the first level of Doom II.</p>
The Cranium levels are:
<ul>
<li>BLACKTWR.WAD</li>
<li>BLOODSEA.WAD</li>
<li>MEPHISTO.WAD</li>
<li>TEETH.WAD</li>
</ul>
The Dr Sleep Levels are:
<ul>
<li>GERYON.WAD</li>
<li>MINOS.WAD</li>
<li>NESSUS.WAD</li>
<li>VESPERAS.WAD</li>
<li>VIRGIL.WAD</li>
</ul>
<p>I am using the latest flatpak Doomsday on Fedora 34 with no unusual configs.</p>
<p>In order to play the Master Levels, I added the relevant Master Levels .WAD to Doom II that I wished to play and then pressed play DOOM II. Once starting a New Game and selecting the difficulty I am then dropped into the correct Master Level. Once finished I then quit, remove the .WAD and add the next one I wish to play. The alternative suggestion using "Play in" -> Doom II suggested here <a class="external" href="https://talk.dengine.net/discussion/2776/how-do-i-add-master-levels-to-doomsday-2-2-i-have-the-1996-versions">https://talk.dengine.net/discussion/2776/how-do-i-add-master-levels-to-doomsday-2-2-i-have-the-1996-versions</a>, causes hangs.</p>
<p>All other Master Levels apart from those listed above work perfectly.</p>
<p>Please let me know if you need any more info, and thanks a lot for your hard work on the best source port!</p> Doomsday Engine - Bug #2458 (New): 2.3.1 stable: changing audio backend while game is running han...https://tracker.dengine.net/issues/24582021-04-29T11:32:40Zthesourcehim
<p>If any game is running and I try to change audio backend, application becomes unresponsive when I press Apply.</p> Doomsday Engine - Bug #2457 (New): Can't change sound settings in Manjaro linuxhttps://tracker.dengine.net/issues/24572021-04-27T16:26:29ZMighty_Lu_Bu
<p>Hello, for some reason I can't change the sound to my headphones in Manjaro Linux. The sound is coming out my speakers and there seems to be no way to change the sound input/output. Furthermore, the sound is very distorted.</p> Doomsday Engine - Bug #2456 (New): Stable 2.3.1 linux: audio output is not savedhttps://tracker.dengine.net/issues/24562021-04-14T19:27:28Zthesourcehim
<p>Selecting output in audio settings doesn't seem to change it really. After closing and opening audio settings again it's set to default.</p> Doomsday Engine - Bug #2455 (Resolved): rpm package requires libfluidsynth.so.1 but Fedora 33 pro...https://tracker.dengine.net/issues/24552021-03-20T14:23:52Zvvv
<p>Starting from version 33 Fedora provides only fluidsynth2 package. It causes Fluidsynth music plugin not to work.</p> Doomsday Engine - Bug #2454 (New): Map geometry is garbled in 2.3.X on Fedora 33https://tracker.dengine.net/issues/24542021-03-20T14:05:51Zvvv
<p>doomsday-2.3.1-1.x86_64.rpm from <a class="external" href="https://dengine.net/linux">https://dengine.net/linux</a> isn't playable due to problem with level geometry. This applies to all maps of all games. The same problem with doomsday-2.3.0-1.x86_64.rpm too. But 2.2.2 and older work fine. My OS is Fedora 33. Video driver is nvidia 460.56.</p>