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 - Feature #2453 (New): head bobbing model.weapon.* simple scale factorhttps://tracker.dengine.net/issues/24532021-03-15T02:17:09Zeunbolteunbolt@gmail.com
<p>Could we please get a simple scale factor could work to adjust how much the bobbing can offset the model.</p>
<p>Thanks<br />Dave</p> Doomsday Engine - Bug #2451 (New): ringing soundhttps://tracker.dengine.net/issues/24512021-02-17T23:00:05ZMagmarock64
<p>I’ve encountered a rather annoying sound bug that occurs with a specific track. Once 5 minutes have passed you hear a president ringing that won’t go away.</p>
<p>It may occur with other tracks but this is the one I found. The track is called NAME HERE and is played on level 14.</p>
<p>I have included both the Doomsday recording as well as one from GZDoom. The GZD one still has a weird ringing, that occurs 5 minutes into it, but then it stops.</p>
<p>GZDoom<br /><a class="external" href="https://drive.google.com/file/d/1sNU6_v_Cu0oJmsexD58WjDXu7cxJ8Hz5/view?usp=sharing">https://drive.google.com/file/d/1sNU6_v_Cu0oJmsexD58WjDXu7cxJ8Hz5/view?usp=sharing</a></p>
<p>Doomsday<br /><a class="external" href="https://drive.google.com/file/d/1fcxmw1HUt7RYbcXb5ic39RI8j8I1Mxzr/view?usp=sharing">https://drive.google.com/file/d/1fcxmw1HUt7RYbcXb5ic39RI8j8I1Mxzr/view?usp=sharing</a></p>
<p>I’ve also added screen shots of my audio setup; both source ports are using Coolsoft’s virtualmidisynth with Patch93’s soundfont. A common setup for those who like accurate SC55 emulation.</p> Doomsday Engine - Bug #2445 (New): Doomsday Crashes When Loading Master Levels for Doom IIhttps://tracker.dengine.net/issues/24452021-01-24T14:10:19Zwzbhptguuk
<p>Thanks for hard work on the Source Port.</p>
<p>I am currently running Doomsday 2.3 on Gentoo Linux (Hardened, Systemd, No multi-lib, Gnome/Wayland, Pipewire) with Kernel 5.10.10.</p>
<p>When I try and follow the steps listed by skyjake at the below forum link:</p>
<p><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></p>
<p>Doomsday hangs, with a short burst of music and a partially transitioned title screen displayed. This is the only time I experience this issue. I can play Ultimate Doom, Doom II, Final Doom, Heretic I, Hexen I and II and No Rest for the Living without issue. I am using the WADs that come from Steam.</p>
<p>I have confirmed the same behaviour on the Flatpak Doomsday 2.3 binaries hosted on Flathub as well.</p>
<p>Please let me know if there are any troubleshooting steps I could take that would provide you with more info.</p>
<p>Cheers</p> Doomsday Engine - Bug #2438 (New): Support for non vanilla length hubshttps://tracker.dengine.net/issues/24382020-12-10T19:12:29Zvermil
<p>DDay's infine defs overrule Vanilla HeXen's ability to define custom length clusters.</p> Doomsday Engine - Bug #2437 (New): Application terminated due to exception: std::bad_allochttps://tracker.dengine.net/issues/24372020-12-04T23:56:35Znoloader
<p>Hi Everyone,</p>
<p>Today is my first day with doomsday. My apologies if I did something wrong. I installed doomsday from Ubuntu's 18.04 repo.</p>
<p>From the command line I started the program with `doomsday`. I was working through the tutorial. At the part about the command interpreter and entering "help", I tried it. I clicked in the interpreter area and tried to type "help". The screen kind of froze for a moment and then the app exited. Below is the log from the terminal window.</p>
<p>Here's the Ubuntu package details.</p>
<pre>
$ apt-cache show doomsday
Package: doomsday
Architecture: amd64
Version: 1.15.8-5build1
Priority: optional
Section: universe/games
Origin: Ubuntu
Maintainer: Ubuntu Developers <ubuntu-devel-discuss@lists.ubuntu.com>
Original-Maintainer: Debian Games Team <pkg-games-devel@lists.alioth.debian.org>
Bugs: https://bugs.launchpad.net/ubuntu/+filebug
Installed-Size: 4596
Provides: boom-engine, doom-engine, heretic-engine, hexen-engine
Depends: doomsday-common (>= 1.15.8-5build1), libc6 (>= 2.14), libgcc1 (>= 1:3.0), libgl1-mesa-glx | libgl1, libqt4-network (>= 4:4.6.1), libqt4-opengl (>= 4:4.7.0~beta1), libqtcore4 (>= 4:4.7.0~beta1), libqtgui4 (>= 4:4.7.0~beta1), libsdl2-2.0-0 (>= 2.0.7), libsdl2-mixer-2.0-0 (>= 2.0.2), libstdc++6 (>= 5.2), doomsday-data (>= 1.15.8-5build1), doomsday-data (<< 1.15.8-5build1.1~), doomsday-common (<< 1.15.8-5build1.1~)
Recommends: fluid-soundfont-gm
Filename: pool/universe/d/doomsday/doomsday_1.15.8-5build1_amd64.deb
Size: 1390408
MD5sum: 3960e7c024c3d59ca56e6bf6b9bbc4cf
SHA1: 761df90ab759770222648090754c17a14949adbb
SHA256: adf7695d0931fa49253c69c088ff840279c127131307d47d9001faf99edcdf3a
Homepage: http://www.dengine.net
...
</pre>
<p>Here's the log from the terminal.</p>
<pre>
$ doomsday
Application path: /usr/games/doomsday
Created a new 32.0 MB memory volume.
Folder > DirectoryFeed::prune: Pruning "/home/jwalton/.doomsday/runtime/persist.pack":
status has changed
Executable: Doomsday Engine 1.15.8 [#1.15.8-5build1] (Stable 64-bit)
Command line options:
0: doomsday
RenderSystem: Loading shader definitions from read-only archive entry "renderer.pack/
shaders.dei" from archive in read-only "(basedir)/data/
net.dengine.client.pack"
^ : Loading shader definitions from read-only archive entry "renderer.pack/
lensflares.pack/shaders.dei" from archive in read-only "(basedir)/data/
net.dengine.client.pack"
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
Joystick_Init: Joystick name: usb gamepad
loadAudioDriver: Loading of "fmod" failed
Failed initializing audio driver "FMOD"
OpenGL 3.3 supported
Sys_GLInitialize: OpenGL information:
Version: 4.6.0 NVIDIA 450.80.02
Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
Vendor: NVIDIA Corporation
Capabilities:
Compressed texture formats: 51
Use texture compression: no
Available texture units: 4
Maximum texture anisotropy: 16
Maximum texture size: 32768
Line width granularity: 0.125
Line width range: 0.5...10
^ : OpenGL Extensions:
^ : AMD extensions:
multi_draw_indirect, seamless_cubemap_per_texture, vertex_shader_layer,
vertex_shader_viewport_index
^ : ARB extensions:
ES2_compatibility, ES3_1_compatibility, ES3_2_compatibility, ES3_compatibility,
arrays_of_arrays, base_instance, bindless_texture, blend_func_extended,
buffer_storage, clear_buffer_object, clear_texture, clip_control,
color_buffer_float, compatibility, compressed_texture_pixel_storage,
compute_shader, compute_variable_group_size, conditional_render_inverted,
conservative_depth, copy_buffer, copy_image, cull_distance, debug_output,
depth_buffer_float, depth_clamp, depth_texture, derivative_control,
direct_state_access, draw_buffers, draw_buffers_blend, draw_elements_base_vertex,
draw_indirect, draw_instanced, enhanced_layouts, explicit_attrib_location,
explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport,
fragment_program, fragment_program_shadow, fragment_shader,
fragment_shader_interlock, framebuffer_no_attachments, framebuffer_object,
framebuffer_sRGB, geometry_shader4, get_program_binary, get_texture_sub_image,
gl_spirv, gpu_shader5, gpu_shader_fp64, gpu_shader_int64, half_float_pixel,
half_float_vertex, imaging, indirect_parameters, instanced_arrays,
internalformat_query, internalformat_query2, invalidate_subdata,
map_buffer_alignment, map_buffer_range, multi_bind, multi_draw_indirect,
multisample, multitexture, occlusion_query, occlusion_query2,
parallel_shader_compile, pipeline_statistics_query, pixel_buffer_object,
point_parameters, point_sprite, polygon_offset_clamp, post_depth_coverage,
program_interface_query, provoking_vertex, query_buffer_object,
robust_buffer_access_behavior, robustness, sample_locations, sample_shading,
sampler_objects, seamless_cube_map, seamless_cubemap_per_texture,
separate_shader_objects, shader_atomic_counter_ops, shader_atomic_counters,
shader_ballot, shader_bit_encoding, shader_clock, shader_draw_parameters,
shader_group_vote, shader_image_load_store, shader_image_size, shader_objects,
shader_precision, shader_storage_buffer_object, shader_subroutine,
shader_texture_image_samples, shader_texture_lod, shader_viewport_layer_array,
shading_language_100, shading_language_420pack, shading_language_include,
shading_language_packing, shadow, sparse_buffer, sparse_texture, sparse_texture2,
sparse_texture_clamp, spirv_extensions, stencil_texturing, sync,
tessellation_shader, texture_barrier, texture_border_clamp,
texture_buffer_object, texture_buffer_object_rgb32, texture_buffer_range,
texture_compression, texture_compression_bptc, texture_compression_rgtc,
texture_cube_map, texture_cube_map_array, texture_env_add, texture_env_combine,
texture_env_crossbar, texture_env_dot3, texture_filter_anisotropic,
texture_filter_minmax, texture_float, texture_gather,
texture_mirror_clamp_to_edge, texture_mirrored_repeat, texture_multisample,
texture_non_power_of_two, texture_query_levels, texture_query_lod,
texture_rectangle, texture_rg, texture_rgb10_a2ui, texture_stencil8,
texture_storage, texture_storage_multisample, texture_swizzle, texture_view,
timer_query, transform_feedback2, transform_feedback3,
transform_feedback_instanced, transform_feedback_overflow_query,
transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object,
vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object, vertex_program,
vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev,
viewport_array, window_pos
^ : ATI extensions:
draw_buffers, texture_float, texture_mirror_once
^ : EXT extensions:
Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_separate,
blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array,
depth_bounds_test, direct_state_access, draw_buffers2, draw_instanced,
draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
framebuffer_multisample_blit_scaled, framebuffer_object, framebuffer_sRGB,
geometry_shader4, gpu_program_parameters, gpu_shader4, import_sync_object,
memory_object, memory_object_fd, multi_draw_arrays,
multiview_texture_multisample, multiview_timer_query, packed_depth_stencil,
packed_float, packed_pixels, pixel_buffer_object, point_parameters,
polygon_offset_clamp, post_depth_coverage, provoking_vertex, raster_multisample,
rescale_normal, secondary_color, semaphore, semaphore_fd,
separate_shader_objects, separate_specular_color, shader_image_load_formatted,
shader_image_load_store, shader_integer_mix, shadow_funcs, sparse_texture2,
stencil_two_side, stencil_wrap, texture3D, texture_array, texture_buffer_object,
texture_compression_dxt1, texture_compression_latc, texture_compression_rgtc,
texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add,
texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
texture_filter_minmax, texture_integer, texture_lod, texture_lod_bias,
texture_mirror_clamp, texture_object, texture_sRGB, texture_sRGB_R8,
texture_sRGB_decode, texture_shadow_lod, texture_shared_exponent,
texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array,
vertex_array_bgra, vertex_attrib_64bit, window_rectangles, x11_sync_object
^ : EXTX extensions:
framebuffer_mixed_formats
^ : IBM extensions:
rasterpos_clip, texture_mirrored_repeat
^ : KHR extensions:
blend_equation_advanced, blend_equation_advanced_coherent, context_flush_control,
debug, no_error, parallel_shader_compile, robust_buffer_access_behavior,
robustness, shader_subgroup
^ : KTX extensions:
buffer_region
^ : NV extensions:
ES1_1_compatibility, ES3_1_compatibility, alpha_to_coverage_dither_control,
bindless_multi_draw_indirect, bindless_multi_draw_indirect_count,
bindless_texture, blend_equation_advanced, blend_equation_advanced_coherent,
blend_minmax_factor, blend_square, clip_space_w_scaling, command_list,
compute_program5, conditional_render, conservative_raster,
conservative_raster_dilate, conservative_raster_pre_snap_triangles,
copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture,
draw_vulkan_image, explicit_multisample, feature_query, fence, fill_rectangle,
float_buffer, fog_distance, fragment_coverage_to_color, fragment_program,
fragment_program2, fragment_program_option, fragment_shader_interlock,
framebuffer_mixed_samples, framebuffer_multisample_coverage, geometry_shader4,
geometry_shader_passthrough, gpu_multicast, gpu_program4, gpu_program4_1,
gpu_program5, gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5,
half_float, internalformat_sample_query, light_max_exponent, memory_attachment,
multisample_coverage, multisample_filter_hint, occlusion_query,
packed_depth_stencil, parameter_buffer_object, parameter_buffer_object2,
path_rendering, path_rendering_shared_edge, pixel_data_range, point_sprite,
primitive_restart, query_resource, query_resource_tag, register_combiners,
register_combiners2, robustness_video_memory_purge, sample_locations,
sample_mask_override_coverage, shader_atomic_counters, shader_atomic_float,
shader_atomic_float64, shader_atomic_fp16_vector, shader_atomic_int64,
shader_buffer_load, shader_storage_buffer_object, shader_subgroup_partitioned,
shader_thread_group, shader_thread_shuffle, stereo_view_rendering,
texgen_reflection, texture_barrier, texture_compression_vtc,
texture_env_combine4, texture_multisample, texture_rectangle,
texture_rectangle_compressed, texture_shader, texture_shader2, texture_shader3,
transform_feedback, transform_feedback2, uniform_buffer_unified_memory,
vdpau_interop, vdpau_interop2, vertex_array_range, vertex_array_range2,
vertex_attrib_integer_64bit, vertex_buffer_unified_memory, vertex_program,
vertex_program1_1, vertex_program2, vertex_program2_option, vertex_program3,
viewport_array2, viewport_swizzle
^ : NVX extensions:
blend_equation_advanced_multi_draw_buffers, conditional_render, gpu_memory_info,
nvenc_interop, progress_fence
^ : OVR extensions:
multiview, multiview2
^ : S3 extensions:
s3tc
^ : SGIS extensions:
generate_mipmap, texture_lod
^ : SGIX extensions:
depth_texture, shadow
^ : SUN extensions:
slice_accum
^ : Extensions (GLX):
^ : GLX extensions:
ARB_context_flush_control, ARB_create_context, ARB_create_context_no_error,
ARB_create_context_profile, ARB_create_context_robustness, ARB_fbconfig_float,
ARB_get_proc_address, ARB_multisample, EXT_buffer_age,
EXT_create_context_es2_profile, EXT_create_context_es_profile,
EXT_framebuffer_sRGB, EXT_import_context, EXT_stereo_tree, EXT_swap_control,
EXT_swap_control_tear, EXT_texture_from_pixmap, EXT_visual_info,
EXT_visual_rating, NV_copy_image, NV_delay_before_swap, NV_float_buffer,
NV_multigpu_context, NV_robustness_video_memory_purge, SGIX_fbconfig,
SGIX_pbuffer, SGI_swap_control, SGI_video_sync
Audio configuration:
Music: SDLMixer::Music
SFX: SDLMixer
Using paths.iwaddir: /usr/share/games/doom
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
Locating "HACX - Twitch 'n Kill"...
! hacx.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "Chex(R) Quest"...
! chex.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "Final DOOM: TNT: Evilution"...
! tnt.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "Final DOOM: The Plutonia Experiment"...
! plutonia.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "FreeDM"...
! freedm.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "DOOM 2: Hell on Earth"...
! doom2.wad or doom2f.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "Ultimate DOOM"...
! doom.wad or doomu.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "DOOM Registered"...
! doom.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "DOOM Shareware"...
! doom1.wad: missing
- libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
⇒ Not playable (incomplete resources)
Locating "Doom 64: Absolution"...
! doom64.wad: missing
- libdoom64.pk3: "(basedir)/data/jdoom64/libdoom64.pk3"
⇒ Not playable (incomplete resources)
Locating "Heretic: Shadow of the Serpent Riders"...
! heretic.wad: missing
- libheretic.pk3: "(basedir)/data/jheretic/libheretic.pk3"
⇒ Not playable (incomplete resources)
Locating "Heretic Registered"...
! heretic.wad: missing
- libheretic.pk3: "(basedir)/data/jheretic/libheretic.pk3"
⇒ Not playable (incomplete resources)
Locating "Heretic Shareware"...
! heretic1.wad: missing
- libheretic.pk3: "(basedir)/data/jheretic/libheretic.pk3"
⇒ Not playable (incomplete resources)
Locating "Hexen: Deathkings of the Dark Citadel"...
! hexen.wad: missing
! hexdd.wad: missing
- libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
⇒ Not playable (incomplete resources)
Locating "Hexen"...
- libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
! hexen.wad: missing
⇒ Not playable (incomplete resources)
Locating "Hexen v1.0"...
! hexen.wad: missing
- libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
⇒ Not playable (incomplete resources)
Locating "Hexen 4-map Demo"...
! hexen.wad or machexendemo.wad or hexendemo.wad: missing
- libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
⇒ Not playable (incomplete resources)
Locating "Hexen 4-map Beta Demo"...
! hexen.wad or hexenbeta.wad or machexendemo.wad or hexendemo.wad: missing
- libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
⇒ Not playable (incomplete resources)
Def_Read: Parsing definition files...
^ : Definitions:
^ : 7 materials
ResourceSystem: Model init completed in 0.00 seconds
Game could not be selected automatically
Starting tutorial (not shown before)
MasterWorker: Received 1 servers from master
libpng warning: iCCP: known incorrect sRGB profile
std::bad_alloc
Application terminated due to exception:
std::bad_alloc
Restoring original display mode due to shutdown
Z_Shutdown: Used 1 volumes, total 33554432 bytes.
</pre> Doomsday Engine - Bug #2422 (New): Sprite clipping as in Software mode (it already done before in...https://tracker.dengine.net/issues/24222020-04-24T11:09:14ZWhiteMagicRaven
<p><strong>Sprite clipping as in Software mode (it already done before in Strife Veteran Edition)</strong></p>
<p>The source code is here<br /><a class="external" href="https://github.com/svkaiser/strife-ve">https://github.com/svkaiser/strife-ve</a></p>
<p><a class="external" href="https://www.youtube.com/watch?v=LAW26jWkWAE">https://www.youtube.com/watch?v=LAW26jWkWAE</a></p>
<p>Strife Veteran Edition Source Code available and this game can render sprites in OpenGL mode, in the way exactly as in Software rendering mode.</p>
<p>"Clip sprites in the high quality renderer in the same way the original game did in software."</p> Doomsday Engine - Feature #2420 (New): Heretic: new visual effects, light decorations and particl...https://tracker.dengine.net/issues/24202020-04-18T00:55:25ZDeimos_X
<p>There are only a few of them specified in Lights.ded and Special.ded files and I thought that they have a good potential for improvements.</p>
<p>Why: I think it might be a good idea to show more of Doomsday features and unique game experience in this way comparing to other ports out there. Donations are guaranteed;)</p>
<p>Examples of existed effects:</p>
<pre><code class="text syntaxhl"><span class="CodeRay"> Texture = "GRSKULL3";
Light {
Color { .7 0 0 }
Offset { 54 32 }
Halo radius = .1;
Radius = .05;
}
Light {
Color { .7 0 0 }
Offset { 72 32 }
Halo radius = .1;
Radius = .05;
}
}
</span></code></pre>
<p>Or this tricky script for Wand sparks:</p>
<pre><code class="text syntaxhl"><span class="CodeRay"># Sparks from Gold Wand hits.
Generator {
State = "GWANDPUFF1_1";
Flags = "gnf_blend";
Particles = 10;
Speed = 5;
Speed rnd = .7;
Spawn age = 2;
Max age = 45;
Spawn rate = 5;
Vector rnd = 1;
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 8;
Tics = 4;
Rnd = .1;
Color { 1 1 1 1 };
Gravity = 0.1;
Resistance = 0.02;
Bounce = 0.5;
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 1.5;
Tics = 41;
Rnd = .4;
Color { 1 .7 0 .8 };
Gravity = 0.1;
Resistance = 0.02;
Bounce = 0.5;
};
Stage {
Type = "pt_point";
Color { 1 0 0 0 };
};
}
</span></code></pre> Doomsday Engine - Other #2416 (New): doomsday not launching (note the other post doomsday n was a...https://tracker.dengine.net/issues/24162020-02-22T10:40:34Zark63
<p>i need help pls fix this i relly want to play this source port</p> Doomsday Engine - Bug #2414 (New): Doomsday parses subfolders regardless of the position of the "...https://tracker.dengine.net/issues/24142020-02-08T14:18:51Zsvl1Doomsday Engine - Feature #2407 (New): "follow / no follow" in the automap settingshttps://tracker.dengine.net/issues/24072020-01-28T01:23:51Zsvl1
<p>Add the option "follow / no follow" to the automap settings</p> Doomsday Engine - Bug #2398 (New): Incorrect texture mappinghttps://tracker.dengine.net/issues/23982020-01-07T15:57:50Zsvl1
<p>If the wall has a middle and upper texture, and the upper texture has transparency and the ceiling is a sky texture, then a black bar appears above the upper texture. It appears in version 2.3 (3287.3292), in version 2.2 (3272) everything is fine</p> Doomsday Engine - Feature #2391 (New): [SDL_mixer] Decode Ogg Vorbis manually and use custom loop...https://tracker.dengine.net/issues/23912019-12-31T11:04:41Zskyjake
<ul>
<li>Use <a href="https://github.com/nothings/stb/blob/master/stb_vorbis.c" class="external">stb_vorbis</a> to decode an Ogg Vorbis music file.</li>
<li>Parse the comments to find out if there are <code>LOOP_START</code> and <code>LOOP_END</code> markers.</li>
<li>Play back the decoded samples by streaming them via SDL_mixer's callbacks, in a background thread.</li>
<li>Note the loop points and change playback position accordingly.</li>
</ul> Doomsday Engine - Bug #2323 (New): Saved games are deleted after opening gamehttps://tracker.dengine.net/issues/23232019-03-10T23:38:42Zsuperfly29erguy
<p>Not sure what is going on, but overtime I close down the game ( and Doom game), it doesn't retain any of my saved files. OS X 10.11.6</p> Doomsday Engine - Feature #2304 (New): OGG/FLAC custom loop tagshttps://tracker.dengine.net/issues/23042018-12-13T10:08:38Zskyjake
<p>Support for custom loop tags enabling the playback of music files designed to be looped in a specific way.</p>
<p>See <a href="https://talk.dengine.net/discussion/comment/17240/#Comment_17240" class="external">forum post by MusicallyInspired</a>.</p>