Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312022-08-30T04:21:42ZTracker
Redmine 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 - 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 - 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 - Feature #2449 (New): FBX LODhttps://tracker.dengine.net/issues/24492021-02-17T00:19:30ZNiuHaka
<a name="FBX-LOD-Feature-Request"></a>
<h1 >FBX LOD - Feature Request<a href="#FBX-LOD-Feature-Request" class="wiki-anchor">¶</a></h1>
<p>This feature, or set of features, would make high-poly 3D models a much more feasible option for mod creators by allowing creators to squeeze in more detail with less impact on the users game performance.</p>
<a name="User-Personas"></a>
<h2 >User Personas<a href="#User-Personas" class="wiki-anchor">¶</a></h2>
<a name="The-3D-Model-Creator"></a>
<h3 >The 3D Model Creator<a href="#The-3D-Model-Creator" class="wiki-anchor">¶</a></h3>
<p>As a 3D mod creator, I need the ability to set varying levels of detail (or LOD) for the models I am creating. Each LOD would be tied to a specific range of distances away from the player view.</p>
<p>This feature would potentially improve game performance by rendering the highest detailed version of models only at the closest range and would progressively switch to lower detailed levels at greater distances, possibly reverting to sprites at the greatest distance.</p>
<a name="The-Player"></a>
<h3 >The Player<a href="#The-Player" class="wiki-anchor">¶</a></h3>
<p>As a player, I desire good performance and frame rates while using mods that contain high polygon 3D models. A drop in frame rates does negatively impact my gaming experience, and could dissuade me from using the offending mods.</p>
<p>As a player, having the option to set the maximum 3D model render distance would empower me to find a balance between model details and performance.</p>
<p>As a player, having an option to limit the maximum number of models on screen would further empower me.</p>
<a name="Feature-Considerations"></a>
<h2 >Feature Considerations<a href="#Feature-Considerations" class="wiki-anchor">¶</a></h2>
<p>One acceptable solution would be to empower the mod creator to specify the distance that each detail level would be rendered and specifying a max distance if desired. However, this does not account for differing capabilities of computers.</p>
<p>A better solution would be to empower the players with some control over this by providing a “3D Model Render Distance” setting in the form of a slider. In this solution the mod creator would define a number of detail levels and the models used for each level. The actual range of each level would respond to the user defined setting.</p>
<p>I.e., User sets the max render distance to 4,000 units, the object model contains 4 levels of detail, so LOD level 1 is rendered within the nearest 1,000 units, level 2 is rendered within 1k and 2k units, lvl 3 between 2k and 3k, lvl 4 - 3k and 4K, and finally the object reverts to its sprites beyond 4,000 units. If the creator did not specify LOD, only one level would be rendered within the 4,000 units.</p>
<a name="Acceptance-Criteria"></a>
<h2 >Acceptance Criteria<a href="#Acceptance-Criteria" class="wiki-anchor">¶</a></h2>
<p>1 - models with LOD, switch between detail levels as determined by the mod creator</p>
<p>2 - the feature is additive and does not render existing settings, mods, or models obsolete</p>
<p>3 - LOD levels scale within the user defined max render distance (see next)</p>
<p>4 - settings options for 3D Model maximum render distance (may require a separate feature request)</p>
<p>5 - settings option for maximum number of models rendered (may require a separate feature request)</p> Doomsday Engine - Feature #2439 (New): Copy/paste to/from clipboard in the command prompthttps://tracker.dengine.net/issues/24392021-01-03T07:22:02Zskyjake
<p>The command prompt (and any other input field) should support standard desktop clipboard copy and paste shortcuts.</p>
<p>The input fields don't have support for marking selected ranges, but instead copying can copy the entire contents of the field and pasting should insert text at the cursor.</p> Doomsday Engine - Feature #2434 (New): CHEX3 v1.4https://tracker.dengine.net/issues/24342020-11-05T17:21:33ZZarky
<p>CHEX3 1.4 it's a standalone release that includes the episodes 1, 2 and 3.<br />I'm afraid cannot be used as chex mod. Would be possible to add support for that wad?</p>
<p>Hashes:<br /><a class="external" href="https://doomwiki.org/wiki/CHEX3.WAD">https://doomwiki.org/wiki/CHEX3.WAD</a></p>
<p>Info:<br /><a class="external" href="https://doom.fandom.com/wiki/Chex_Quest_3">https://doom.fandom.com/wiki/Chex_Quest_3</a></p> Doomsday Engine - Feature #2433 (New): HACX 2.0r61https://tracker.dengine.net/issues/24332020-11-05T17:15:41ZZarky
<p>Missing support for the latest HACX version (2.0r61)<br />Hashes here:<br /><a class="external" href="https://doomwiki.org/wiki/HACX.WAD">https://doomwiki.org/wiki/HACX.WAD</a></p> Doomsday Engine - Feature #2430 (New): Add support for Bethesda.net official addon PWADshttps://tracker.dengine.net/issues/24302020-09-17T14:25:53Zskyjake
<p>The official add-ons are PWADs that can be downloaded from Bethesda.net to be played with the Doom Classic Unity port. These should be recognized in the game library and provided built-in profiles automatically.</p>
<p>Also check out support for the enhanced widescreen intermission screens in the Doom Classic Unity port.</p>
<p><a href="https://doomwiki.org/wiki/Official_add-ons" class="external">DoomWiki: Official add-ons</a></p> Doomsday Engine - Feature #2423 (New): Support something like mDNS / Avahi / Bonjour protocol for...https://tracker.dengine.net/issues/24232020-05-10T07:35:51Zjonesmz
<p>I play a lot of local co-op with Doomsday engine. I find it quite clunky to enter the ipaddress of the server that's hosting the game every time.</p>
<p>Instead, for local co-op, it should be possible for the Client GUI to automatically detect a local game, and offer it as a one-click connection.</p>
<p>Technology like mDNS (Sometimes referred to as Avahi or Bonjour) can do this trivially. Avahi is installed by default on many (most?) Linux systems, and has a trivial to use C api. Bonjour comes with all Mac OS X machines as far as I know. Not familiar with the Windows support landscape for this, unfortunately, so I can't comment on that.</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 - 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 #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 - Feature #2403 (New): User-provided particle texture flipbook (atlas)https://tracker.dengine.net/issues/24032020-01-17T19:57:59Zskyjake
<p>Large collections of particle textures (perhaps animated) would be more convenient to provide as a user-prepared atlas.</p>
<p>The asset definition could specify one or more sequences/grids of particle textures, producing sequentially numbered particle textures for use in generators. The image sizes would be the same for each image in the sequence.</p> Doomsday Engine - Feature #2395 (New): Exporting and importing game profiles (files and dengine.net)https://tracker.dengine.net/issues/23952020-01-05T09:07:45Zskyjake
<p>Custom game profiles should be exportable/importable. The exported profile could simply be a .dei file with just one profile.</p>
<p>An interesting prospect is allowing submitting custom profiles to dengine.net to a public repository that is browsable via Doomsday's game library UI. This would make it very easy to share profiles with other users. Profiles submitted to the public repo would have to be manually reviewed before being published, though, to check that the PWAD links are valid and the profile works correctly.</p> Doomsday Engine - Feature #2394 (New): Episodes defined in game profilehttps://tracker.dengine.net/issues/23942020-01-05T09:00:30Zskyjake
<p>@Drako:</p>
<blockquote>
<p>There should be an easy way to organize PWAD files as episodes in profiles. The PWAD files in such profiles should be automatically downloaded if the URL is provided. Maps in these PWAD could be identified by the CRC-32 of a PWAD and the MAP internal name (see <a class="issue tracker-1 status-1 priority-3 priority-high2" title="Bug: Recognizing IWAD/PWAD files with more accuracy (using CRC-32) (New)" href="https://tracker.dengine.net/issues/2382">#2382</a>).</p>
</blockquote>
<p>In practice, new information would be added in game.dei. An Episode block would specify one or more PWADs to load, and optionally a full Episode DED that specifies the level progression. Autogenerating a progression would also be possible be just looking at what maps are provided by the PWADs.<br /><pre>
profile {
name: Master Levels for DOOM II
game: doom2
episode "The Catwalk" {
pwads <CATWALK.WAD@120cd525>
# insert the Episode DED contents here
# (if missing, generate an Episode based on all the maps in the PWAD)
}
episode "Virgil's Lead" {
pwads <VIRGIL.WAD@4d0b58e8>
}
userCreated: True
useGameRequirements: True
autoStartSkill: 3
}</pre></p>
<p>Instead of "filename@crc32", the PWAD could also be specified as "download-url@crc32". (Need to deal with broken links, though?)</p>