Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312021-04-29T11:32:40ZTracker
Redmine 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 - 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 #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 #2340 (New): A new MP game mode: no respawnhttps://tracker.dengine.net/issues/23402019-08-02T10:28:57Zvermil
<p>Inspired by a post on Doomworld, I would like to request a new Co-op MP variant where players aren't allowed to respawn. If all the players die, the level resets.</p> Doomsday Engine - Feature #2325 (New): A way to vote for a specific maphttps://tracker.dengine.net/issues/23252019-03-25T06:28:29Ztacgnol
<p>Forum thread : <a class="external" href="https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer">https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer</a></p>
<p>A way to vote for a specific map by a regular player. A popup box could open after selecting the vote option, and then the player can select between all the available map on the server. If it can support pwad too, it would be perfect :)</p> Doomsday Engine - Bug #2235 (New): Afrits sometimes become invisible when frozenhttps://tracker.dengine.net/issues/22352017-04-03T20:08:39Ztheleo_ua
<p>Frozen afrits can be invisible sometimes</p>
<p>1) Try to freeze an afrit like in this video: <a class="external" href="https://www.youtube.com/watch?v=zinx1oStuz0&index=31&list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=2h41m52s">https://www.youtube.com/watch?v=zinx1oStuz0&index=31&list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=2h41m52s</a> (watch at 2:41:52)</p>
<p>Actual result: afrit is invisible<br />Expected result: afrit should be visible</p>
<p>Reproduced in 2.0 stable</p> Doomsday Engine - Bug #2084 (New): "title" music (external source, ogg format) is played incorrec...https://tracker.dengine.net/issues/20842015-06-08T03:02:58Ztheleo_ua
<p>"title" music (external source, ogg format) is played incorrectly (with noise at start) for heretic and hexen</p>
<p>1) Place HEXEN.ogg to data\jhexen\Music <br />and <br />mus_titl.ogg to data\jheretic\Music<br />(should be reproduced with any file, but if you cannot reprocude, I will upload my ones)</p>
<p>2) Run Hexen/Heretic</p>
<p>Actual result: title music is started from noise (see attached mp3 files), special icon is displayed during this noise (see attached icon.jpg) and disappears when noise disappears</p>
<p>Expected result: title music is played correctly, no additional icons are displayed</p>
<p>NOTE: I tried to record a video of this issue with OBS, but issue is not reprocucible in this case (it only can be reproduced without OBS recording in parallel)</p> Doomsday Engine - Bug #1942 (New): About dialog contents clipping vs -fontsizehttps://tracker.dengine.net/issues/19422015-01-12T21:02:29Zdanijdanij@dengine.net
<p>When using a -fontsize value other than 1.0 the contents of the UI's About dialog are clipped incorrectly, but proportionately to the size specified.</p> Doomsday Engine - Bug #1858 (New): 0 tic/time handlinghttps://tracker.dengine.net/issues/18582014-08-22T11:08:18Zvermil
<p>Modern Dday with it's higher precision math (I assume this is the cause) is unable to handle 0 tic/time lengths in ded's reliably (i.e XG, mobj defs etc) unlike 1.8.6; it seg faults, infinite loops etc.</p>
<p>May I raise the possibility of DDay automatically correcting such (i.e automatically converting 0 time values to the equivalent of the minimum amount of time the definition type supports? To avoid fatal errors and crashes in Dday.</p>
<p>I suggest an automatic correction because older mods may have used 0 tic/time values.</p> Doomsday Engine - Feature #1587 (New): 3D weapon behaviourhttps://tracker.dengine.net/issues/15872013-09-29T22:40:36Zvermil
<p>The vertical and horizontal spreads of all player hitscan weapons and also Heretic's Crossbow, in all games currently don't take the ability to look up and down into consideration. They are done in 2D regardless of the players firing angle.</p>
<p>Melee hitscan attacks in all games also completely ignore the players firing angle and always aim straight forward.</p>
<p>For instance, if the player fires the DB Shotgun in Doom2 upward, the line attacks are all on top of each other, rather than spread out as they would be if the player fires the weapon forward. The spread reduces depending on how sharp a vertical angle it is fired at.</p>
<p>Of course, there may also be secondary effects to consider on some weapons; for instance the ripper missiles spawned by Heretic's powered up Dragon Claw always spawn at the same angle regardless of the angle the primary shot was fired at.</p>
<p>Also regarding Heretic, though I suppose this one is actually a bug; the stream of fire from the powered up Phoenix Rod can only be aimed up to 45 degrees (i.e as far as one could look in Vanilla Heretic). If the player is looking at an angle sharper than 45 degrees, the steam still spawns at the 45 degrees.</p>
<p>The point of this RFE is to request an optional enhancement to make player weapons function in 3D?</p>
<p><strong>Labels:</strong> weapons 3d</p> Doomsday Engine - Bug #963 (New): "spawnmobj" baddies auto wake up in area the player has shothttps://tracker.dengine.net/issues/9632011-06-13T20:18:21Zvermil
<p>Bad guys spawned by the spawnmobj console command automatically wake up and seek the player if they are spawned in a sector/area of the map that the player has fired a gunshot in.</p>
<p>Apparently, this has to do with the fact that there is a "shot has been fired in this sector" state but it’s non-obvious because vanilla doom doesn't clear the sound traversal thread.</p>
<p>Personally, I'd like to see this behaviour kept and an optional addition to the command be added to correct it (i.e. that that the spawnmobj command be able to spawn bad guys that are deaf, non deaf or wake up on spawn and target the caller of the console command (or activatator if the command is called via XG or Infine). To link back to the this old RFE: <a class="external" href="https://sourceforge.net/tracker/index.php?func=detail&aid=2231156&group_id=74815&atid=542102">https://sourceforge.net/tracker/index.php?func=detail&aid=2231156&group_id=74815&atid=542102</a></p>
<p><strong>Labels:</strong> Console</p> Doomsday Engine - Feature #1531 (New): "take" cmd to take away pickup powershttps://tracker.dengine.net/issues/15312011-03-30T12:31:57Zvermil
<p>Not all give console commands for timed pickups can't be turned off by re-entering the command in beta 6.9.</p>
<p><strong>Labels:</strong> Scripting</p> Doomsday Engine - Bug #669 (New): 0 tic state issueshttps://tracker.dengine.net/issues/6692009-04-14T12:43:24Zvermil
<p>If a mobj's melee attack states are all 0 tic's. Dday will get stuck in an infinite loop when the mobj attempts to enter those states.</p>
<p>1.8.6 will freeze, while Beta 6.1 will freeze for a few seconds and then shutdown with no error message.</p>
<p>Dday has no problems with a mobj's ranged attack states all being 0 tic's.</p>
<p>If you use the same 0 tic length states for both a monsters ranged and melee attacks, Dday will have no problem when it uses the states for a ranged attack, but it will get stuck in an infinite loop when it tries to use them in a melee attack.</p>
<p><strong>Labels:</strong> Definitions</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 #1388 (New): 3D floors (Z-overlapped sectors)https://tracker.dengine.net/issues/13882005-09-19T02:04:42Zluciusoctavionluciusoctavion@users.sourceforge.net
<p>Doomsday REALLY needs 3D floors. It would make editing<br />much <br />much easier and making much more reallistic looking<br />architecture. I am hoping to have this by next release<br />or so. I think Doomsday has enough "eye candy" like<br />particles, bias lighting, etc. It needs better EDITING<br />FEATURES.</p>
<p><strong>Labels:</strong> Graphics</p>