Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312022-09-28T19:55:55ZTracker
Redmine 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 - Bug #2448 (New): crashes when configuring mods an wads folder an video an audio...https://tracker.dengine.net/issues/24482021-02-01T20:55:12ZDOOMMarine117
<p>Hi, i just recently came back to doomsday for 2.3 update. it crashes after you configure the wads an mods folders an happens right after you configure the videos an audio settings.</p>
<p>it didn't happen before in 2.2.</p>
<p>please fix it. thanks.</p>
<p>are tons of mod support doomsday now like zblood, terminator future war, aliens eradication tc, halo in doom.pk3, wolfenstein 3d, duke 3d an many otehrs?</p>
<p>thanks.</p> Doomsday Engine - Bug #2446 (Resolved): [Heretic] Sky texture is stretched and only partially vis...https://tracker.dengine.net/issues/24462021-01-31T15:00:52Zskyjake
<p>It appears there is a regression in the sky renderer (or sky definitions) of Heretic that cause the sky texture to be only partially visible.</p>
<p>The sky appears normal in Doom, but Heretic's sky textures are taller.</p> Doomsday Engine - Bug #2152 (New): [Hexen] Afrits become stuck/invincible in multiplayerhttps://tracker.dengine.net/issues/21522016-03-27T07:49:37Zskyjake
<p>Version:<br />1.15.8 (Windows 64bit)</p>
<p>Reproducible:<br />Always</p>
<p>Steps to reproduce:<br />In a Hexen multiplayer session (tested in coop only), meet any afrit (black gargoyle that spits fireballs at you) creature.<br />(Best is to choose mage class and set difficulcy level to highest or second highest, the afrit spawns in first map at the beginning just in front of you).</p>
<p>Expected result:<br />Afrit flies around and attacks player.</p>
<p>Actual result:<br />Afrit gets stuck at the location where encountered and is invulnerable and non-clipable (you can't walk through it). A second copy flies around and attacks player. The copy can be killed normally. This behavior works only in multiplayer (even with just 1 player), in singleplayer everything is fine. This breaks several maps where the afrit spawns in the middle of corridors.</p>
<p>(See also: <a class="external" href="http://dengine.net/forums/viewtopic.php?f=7&t=2221#topic">http://dengine.net/forums/viewtopic.php?f=7&t=2221#topic</a>)</p> Doomsday Engine - Bug #2104 (New): [Doom] Boss Brain generators incorrect positionhttps://tracker.dengine.net/issues/21042015-07-29T10:07:21Zvermil
<p>It seems that the default generators attached to the Boss Brain's death explosions, all appear at the top or bottom of the wall instead of on the actual explosions. The rocket trail generators attached to them appear to appear in the correct places though (i.e on the explosions).</p> Doomsday Engine - Bug #2068 (New): [HeXen] Badguys not retaining alerted status upon return to a maphttps://tracker.dengine.net/issues/20682015-05-21T10:46:48Zvermil
<p>Bad guys are incorrectly loosing their alerted status when the player returns to a map they have previously been to (i.e they aren't staying woken up and targeting the player as they do in Vanilla).</p> Doomsday Engine - Bug #2064 (New): Bugs in HeXen Multiplayerhttps://tracker.dengine.net/issues/20642015-05-20T12:07:45Zvermil
<p><strong>This is parent issue for Hexen MP related bugs.</strong></p>
<p>I wasn't sure I should make separate issues for each of these and I debate that some of them might actually be caused by similar issues. Hence the simple subject title.</p>
<p>This is sort of a log of known issues in HeXen MP, as I know HeXen MP has deliberately been left untouched since the new MP code (i.e that Doom and Heretic have received all the focus so far).</p>
Non-missile based mobj spawning is broken; there are lot's of examples of this one that include:
<ul>
<li>Afrit's visually disappear when they spawn, leaving behind a solid un-interactive version of themselves where they spawned (appears to correct itself if one disconnects and re-connects). They only re-appear when they make an attack.</li>
<li>Pot's spawn duplicates of themselves upon destruction that can be pushed around, but not re-destroyed (appears to correct itself if one disconnects and re-connects). Both the item potentially inside the pot and the pot fragments appears to spawn correctly though.</li>
</ul>
<p>Flying bad guys (Afrits, Dark Bishops, Reivers) become visually stuck in their last attack sprite after making an attack, though they seem to behave as normal.</p>
<p>Console cheats aren't disabled; I used this to test the below.</p>
Artefacts:
<ul>
<li>All timed artefacts run out in a few seconds</li>
<li>Wings of Wrath run out after a few seconds</li>
<li>Panic mode causes a client to seg fault</li>
<li>Inventory always resets to first item after any inventory item is used</li>
<li>Attempting to use a puzzle item in the wrong place leads to a used successfully sound effect and hud effect, though the item doesn't appear to be wrongly used</li>
<li>Choas Device, Boots of speed and Bracers do nothing when used</li>
<li>Dark Servant doesn't always disappear/appear correctly</li>
</ul> Doomsday Engine - Bug #2048 (New): Particle effects obscure map objectshttps://tracker.dengine.net/issues/20482015-05-13T03:50:44Zrhargraveroman@hargrave.info
<p>I have attached definitions for all available game plugins, however this is an issue with the engine rather than the plugins. In short, given that you have one of these addons installed, bloodsplatter effects are rendered over items and enemies, among other things. This can be quite unpleasant when dealing with enemies in large quantities, as they will be hidden by the splatter -- especially when backed up against walls to which the splatter has attached.</p>
<p>Included are screenshots of the issue affecting Chex and Heretic. I have attached definitions for all plugins, however.</p> Doomsday Engine - Bug #1989 (New): Client assert fail (possible crash) if joining game during int...https://tracker.dengine.net/issues/19892015-03-08T17:04:10Zskyjake
<p>If the server is in the intermission screen, a client connects, and then triggers the Fire control (to advance to the next map), the client has an assertion failure: <pre>ASSERT failure in QList<T>::operator[]: "index out of range"</pre></p>
<p>Relevant stack trace:<br /><pre>5 doom 0x0000000118f28450 QList<internal::wianimstate_t>::operator[](int) + 96 (qlist.h:486)
6 doom 0x0000000118f2247d beginAnimations() + 173 (intermission.cpp:540)
7 doom 0x0000000118f227e4 initShowNextMap() + 36 (intermission.cpp:637)
8 doom 0x0000000118f22784 IN_SetState(interludestate_t) + 84 (intermission.cpp:1544)
9 doom 0x0000000118f5b13c NetCl_Intermission + 540 (d_netcl.cpp:710)
10 doom 0x0000000118f58ec6 D_HandlePacket + 838 (d_net.cpp:578)
11 0x000000010c7cd8ff Cl_GetPackets() + 1375
</pre></p> Doomsday Engine - Bug #1876 (In Progress): [XG] Floor chains appear infunctionalhttps://tracker.dengine.net/issues/18762014-10-11T11:08:30Zvermil
<p>Pretty much what the subject states. They don't appear to work.</p> Doomsday Engine - Bug #1821 (Progressed): [Hexen] Monsters do not always awaken (Seven Portals an...https://tracker.dengine.net/issues/18212014-06-14T12:22:19Zvermil
<p>Using the seven portals hub, I seem to notice that bad guys flagged as deaf in HeXen don't appear to be switching from deaf to non-deaf upon hearing a shot (i.e their vision doesn't appear to be switching from 180 degrees to 360 degrees).</p>
<p>Also, I can't get the Chaos Serpent thing 56 to wake up until I either shoot it or move close to it; in Vanilla HeXen he would wake up on sight from any distance.</p>
<p><del>Finally, bad guys are incorrectly loosing their alerted status when the player returns to the map (i.e they aren't staying woken up). This one I can confirm.</del> (see <a class="issue tracker-1 status-1 priority-4 priority-highest" title="Bug: [HeXen] Badguys not retaining alerted status upon return to a map (New)" href="https://tracker.dengine.net/issues/2068">#2068</a>)</p> Doomsday Engine - Bug #1064 (New): [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)https://tracker.dengine.net/issues/10642012-07-09T22:27:40Zvermil
<p>Vanilla HeXen plays an intermission as soon as the player enters a map with a different cluster number (set in the MAPINFO lump). But Dday expects HeXen intermissions to be on specific maps (i.e the Infine defs for them are all set to display after X specific map).</p>
<p><strong>Labels:</strong> Hexen, Addons</p> Doomsday Engine - Bug #921 (Progressed): Blockmap-defined Linedef crossing orderhttps://tracker.dengine.net/issues/9212010-06-22T23:07:22Zstavstav2stavstav2@users.sourceforge.net
<p>in house of pain which is episode 3 mission 3 in ultimate doom... at the start there are 3 ways to go, if you go straight, you come to a room with 2 crushers in it and 3 switches against the back wall... the first time i attempted to use the switches only the one on the right would work. reloaded and then the middle one and the right one would work but not the left one... reloaded a few more times and it seemed to stay that way... but... just tried playing mission 3 again, from the start, and this time i pushed the left switch first, and it worked, and all switches worked this time...</p>
<p>another thing, the switch on the right controls a door, which you need to open to progress in the level. however this door auto closes unless there are enemies under it. i would have to play the original doom to confirm this but it seems that a door that closes permanently on the player would not be in the game. i could be wrong tho... also the door closes on 2 hallways on the right and on the left of the door and you cannot get out either....</p>
<p>i am using beta 6.9 in ultimate doom on xp.... thank you</p>
<p><strong>Labels:</strong> Gameplay</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> Doomsday Engine - Bug #251 (Progressed): [Doom] Nightmare monsters sometimes not fasthttps://tracker.dengine.net/issues/2512005-08-23T00:27:49Zshmackyshmacky@users.sourceforge.net
<p>In Nightmare mode it is just like Ultra Violence but<br />with fast respawning monsters. Sometimes when loading<br />nightmare from</p>
<p>1. 2 simultaneous loadings<br />2. Loading from a saved game</p>
<p>Not all monsters are set on fast after such circumstances.</p>
<p><strong>Labels:</strong> Doom</p>