Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312013-10-11T12:18:32ZTracker
Redmine Doomsday Engine - Bug #10 (New): [InFine] Line spacing for texthttps://tracker.dengine.net/issues/102013-10-11T12:18:32Zskyjake
<p>At least in Heretic and Hexen, line spacing in blocks of text does not match the original games, causing the text to overflow the available view space.</p>
Possible solutions:
<ul>
<li>Configurable line spacing</li>
<li>Alternative A/B fonts with vanilla line spacing</li>
</ul>
<p>Currently libheretic and libhexen apply a workaround where finale texts are scaled down somewhat so that all of the text fits on screen. This is no longer necessary when the font line spacing is corrected.</p>
<p>See <a class="changeset" title="Fixed|Hexen: Overly large hub ending messages Scaled the hub ending messages smaller so that all..." href="https://tracker.dengine.net/projects/deng/repository/revisions/2d2849a382f84f1f189a1c2ead37968cede0ed0b">2d2849a3</a>.</p> Doomsday Engine - Feature #9 (Progressed): Use local server to run single-player gameshttps://tracker.dengine.net/issues/92013-10-11T10:05:52Zskyjake
<p>The objective is to make the engine always run in client/server mode, even locally in single-player games.</p>
<p>Completion of this feature is planned to be a milestone for incrementing the major version number.</p>
<p><strong>Note:</strong> On mobile devices (iOS/Android), there still needs to be a way to compile everything into a single binary. In this scenario, the server and client would be running in the same process and communicate over a simulated network link. It would be necessary to share cached resources to avoid needless duplication. However, the majority of the engine can remain oblivious to this arrangement.</p>
<p>For more information, see the <a href="http://dengine.net/dew/index.php?title=Unified_networking" class="external">Unified networking proposal</a></p> Doomsday Engine - Feature #7 (Progressed): Next-gen renderer (codename "Gloom")https://tracker.dengine.net/issues/72013-10-11T09:46:44Zskyjake
<p>Doomsday's renderer in version 1.9 was fully based on OpenGL 1.4. There was no support for shaders, for instance.</p>
All the graphics code should be revised to use the libgui GL classes instead, which are OpenGL 3.3 (OpenGL ES 2) compatible. In practice, this means comprehensive changes to the entire stack of drawing routines:
<ul>
<li>OpenGL state should be managed <strong>exclusively</strong> using GLState</li>
<li>Textures and other image content should be grouped in AtlasTextures</li>
<li>Vertex data should be stored in VBOs and kept around as static data as long as possible (across multiple frames)</li>
</ul>
<p>Once the entire renderer is using libgui, we can start revising certain portions like how materials are drawn (should use shaders instead of hard-coded effects).</p> Doomsday Engine - Feature #6 (Progressed): Draw lens flares using GL2https://tracker.dengine.net/issues/62013-10-11T09:40:03Zskyjake
<p>The old lens flares & halo renderer should be replaced with one that draws the flares using the new libgui GL2 classes. A shader should be used for positioning the flares.</p> Doomsday Engine - Feature #4 (In Progress): UI improvementshttps://tracker.dengine.net/issues/42013-10-11T07:34:23Zskyjake
<p>This issue tracks the status of the UI renovation from old version 1.9 engine UI to 2.x and beyond.</p> Doomsday Engine - Bug #566 (Progressed): [Resampler] Low quality sound samples play distortedhttps://tracker.dengine.net/issues/5662008-11-06T21:14:42Zvermil
<p>I know this is technically not a bug because sounds of such quality are not officially supported by Dday...</p>
<p>Dday can also not convert Wolf-quality sound effects (approx 6-7 kHz) to either 22 kHz or 44 kHz. If you set your sound quality to either of these, you just get distortion when Dday tries to play them.</p>
<p><strong>Labels:</strong> Data</p> Doomsday Engine - Bug #552 (New): Ambient occlusion on middle surfaces of 2-sided lineshttps://tracker.dengine.net/issues/5522008-10-24T11:52:37Zdanijdanij@dengine.net
<p>How best to handle this; Multitexture, split the poly into a 3x3 quadstrips (at most) and use vertex lighting?</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Bug #514 (New): Light decoration placement on planes if origin is incident with...https://tracker.dengine.net/issues/5142008-05-29T10:23:36Zvermil
<p>Here are some example wads of some visual issues I have encountered in Dday.</p>
<p>TextureIssue.wad highlights an issue where the default renderer options seem to occasionally display different textures incorrectly on adjacent linedefs when one of said linedef's is of odd numbered length.</p>
<p>Entering "lowres" into the console alters the renderer options and causes this visual anomalie to vanish.</p>
<p>DynamicLight+ScrollingTexIssues.wad showcases another two visual issues (and includes a small DD_DEFNS lump within).</p>
<p>Firstly it shows that a flat based dynamic light not being rendered when it should be. The cause appears to be the linedef running directly through the part of the flat where the light should be rendered (splitting the exact pixel the light should be rendered on in two).</p>
<p>This wad also shows a minor offset issue regarding rightward scrolling textures. It seems Dday offset's any rightward scrolling texture by a fraction of a unit. With hi-res textures this is hardly noticeable, but when dealing with textures of a similar resolution to the originals, it can stand out (such as with the example textures I've used) quite a bit. Using "lowres" makes this one much easier to see.</p>
<p>I haven't yet been able to reproduce my "blurred texture" issue accurately other than nothing it appears to only occur when you change the height of an original texture (and replace the patches used on it with suitable new ones of course).</p>
<p>A small note, both these examples use different custom textures and palletes. The maps in both wads are Map01.</p>
<p>Vermil</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Bug #511 (New): [Heretic|Hexen] Torch fix not applied (low ceiling)https://tracker.dengine.net/issues/5112008-04-24T09:20:52Zvermil
<p>A small oversight I'd imagine.</p>
<p>The fix to stop the fire torches in Doom bobbing up and down in areas where the ceiling is too short for some of its sprite frames hasn't been applied to the equivalent things in Heretic and HeXen.</p>
<p>This notably effect's Heretic's fire brazier. Like Doom's fire torches, not all of its frames have the same height.</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #438 (New): Accurately hit testing fast projectiles (compatibility option)https://tracker.dengine.net/issues/4382007-03-14T14:18:17Zvermil
<p>A bug in the original Doom, projectiles sometimes travel through walls.</p>
<p>Doomsday specific, projectiles sometimes fail to activate XG scripts that can be activated through being hit by projectile.</p>
<p>Both seem more common with fast projectiles than slow ones.</p> Doomsday Engine - Feature #390 (New): Alignpitch/yaw flags for model particleshttps://tracker.dengine.net/issues/3902007-01-03T14:52:29Zchilvencechilvence@users.sourceforge.net
<p>The alignpitch flag, which is used to make the soulsphere model look nice does not function on a model when it is used as a particle object.</p>
<p>The importance of having this work cant be stressed enough, since there is otherwise no way of implementing advanced particle effects.</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Bug #388 (New): Missile speeds (steep vertical angles)https://tracker.dengine.net/issues/3882006-12-18T00:22:03Zdavecousineaudavecousineau@users.sourceforge.net
<p>Couple problems with missile calculations in jHexen.</p>
<p>1 - Frost Shards. When aiming at a very high or very low angle, the angle that the shards are fired at is less than what is aimed for (with the exception of a single shard)</p>
<p>2 - Dark Bishop projectiles don't seem to include vertical distance in the time/speed/distance formula. In the forsaken outpost level there are dark Bishops at the bottom of a very deep chasm (behind the island of rock with repulsion discs on it). When shooting at the player from the bottom of the chasm the enemies missiles travel nearly instantaneously (straight up) to the player. There is almost no horizontal distance, but a huge vertical distance.</p>
<p><strong>Labels:</strong> Hexen</p> Doomsday Engine - Bug #287 (Progressed): Changes to BLOOD states ignoredhttps://tracker.dengine.net/issues/2872006-05-31T08:44:21Zvermil
<p>Not version specific (i've tested it in 1.8.6 and beta4).</p>
<p>It seems that Dday will sometimes ignore changes made to the states used for the thing "BLOOD". For instance say you change the intial state for it to "TROO_RUN1" in objects.ded, it will sometimes ignore it and still use the original "BLOOD1"</p> Doomsday Engine - Bug #263 (New): Particles rendered at wrong heighthttps://tracker.dengine.net/issues/2632005-11-07T18:36:50Zdanijdanij@dengine.net
<p>There is currently a bug with the rendering of<br />particles (see the attached screenshot).</p>
<p>I believe this could be caused due to the particle<br />ending up inside the wall due to the approximated<br />method used when calculating particle movement (to keep<br />up speed obviously).</p>
<p>What I think is happening is that when this happens on<br />a two sided wall the particles Z position is using the<br />backsector's height instead of the frontsector (where<br />the impact happened).</p>
<p><strong>Labels:</strong> Graphics</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>