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dxx-redux's Issues

Add option to save separate logs for each game

Similar to the "automatically record demos" feature, it would be helpful for some players to have game logs split per-game and saved somewhere they won't be overwritten.
(Requested by Lee)

Porch flash emulation?

This is an uncommon feature I really enjoy in Chocolate Doom and Woof. When playing 4:3 on a widescreen monitor for instance, it extends the palette flashes (take damage, pick up item, etc.) to the black borders. It's meant to resemble behavior of old CRT monitors (example: https://youtu.be/jjmZPxwcfxc?t=145).

For me, it makes playing 4:3 feel less cramped. I've always enjoyed Descent's scorching red and blue flashes so an option for more of them would be cool.

(Enhancement) Proxy Bomb timer

A 35 second timer that hovers over a Mine(s), or if easier a 35 second timer that shows on the HUD of the parent ship that shows when the mines are to self-detonate. A good QOL feature that would allow for a more efficient usage of Proximity bombs in competitive play. In reference of the timer above the actual mines, there is some good code for that in gauges.c where the "Typing..." text shows above the pyro. It would be nice to not have to essentially guess when I'm going to die to my own mines when not running into them.

I don't have any commits to push. I tried to replicate it but wasn't able to. Here's a concept I drew for visualization.

proxy
Untitled

Bug: D2 multiplayer crash/freeze when linux client involved

Players involved:
Leto (Linux/Ubuntu)
Skywarp (Windows)
Tiger (Windows)
Verran (Windows)

We were trying to play a D2 team anarchy game using Redux 0.7.

Initially, Skywarp hosted the first game. When Leto joined, he received a message "Failed to join the netgame. You are missing packets. Check your network card and try again.". However, after dismissing the dialog, it allowed him into the game. A short time after, his game froze completely and he had to reboot his machine to fix the crash.

After that, we tried having Leto host the game. All the other clients (Skywarp, Tiger and me), received the message "Failed to join the netgame. You are missing packets. Check your network card and try again."; but, we were all able to join the game anyway. After a few minutes, Skywarp's game froze and he had to ALT+F4 to get it shut down.

We ended up switching to D1 Redux 0.7 and were able to play team anarchy games just fine without the packet error message, or the freeze ups/crashings.

Thanks!

Fix friendly fire splash damage

There has been a well-known exception for friendly fire for a while now where splash damage, and weapons that deal splash damage, can still affect teammates even with friendly fire disabled. This should really be fixed since it goes against the spirit of what the setting means.

Bug: team games, player colors

Players involved:
Leto (Linux/Ubuntu)
Skywarp (Windows)
Tiger (Windows)
Verran (Windows)

While playing D1 Redux 0.7, Skywarp, Tiger and Leto were seeing team colors as Pink/Green instead of Blue/Red on the scoreboard (HUD/text view). On a hunch, I had them change their game settings to disable custom ship colors. After disabling, they were able to see the standard Blue/Red for team colors on the scoreboard (HUD/text view). Not sure if this is a bug, but sharing just in case.

The actual primary bug I'm reporting: in team mode, is when toggling the score views on the HUD/text view, the individual player colors were showing for the individual scores instead of the standard Blue/Red. This occurred regardless of custom ship colors option being enabled or disabled.

If you need a screenshot, let me know. I'll gather some people up again and recreate to get the screenshot for yas.

Thanks!

Ramming kills cause duplicate entries in observer kill feed

Note from Observatory (reportedly some folks have seen this already though). If someone gets a ramming kill, reportedly the kill feed in the top-right shows it twice. Doesn't report twice to the tracker though; only really affects the UI. Might have something to do with how player-player collision damage is processed.

Observer mode: Allow per game type configuration

I've observed some users (e.g. particularly roncli) changing settings between FFA and 1v1 matches. It might save time to allow separate configurations for relevant modes: 1v1, FFA, teams, co-op.
I'm not sure what a good UI presentation for this would look like. The simplest would be "your configuration applies to whatever the current game type is", but that requires you to join/host a game of that type before you can configure it, which might not be ideal.

Rename "Mouse Smoothing" to "Mouse Accumulation"

The Mouse Smoothing options name is misleading IMO. From what I can tell this option accumulates mouse motion into a buffer and takes at most the maximum torque rate each frame from that buffer so that quick flicks can continue to contribute to yaw and pitch over time. This is a very useful option but I bet many players will miss it because the term Mouse Smoothing is generally used to refer to a very different feature in games.

Software renderer?

Would it be possible to re-implement the software renderer or some form of imitation of it? I think it would be a nice quality-of-life feature to have, since very few ports of the game still have it.

Multiplayer game settings presets

With people struggling to get the settings right for Observatory (and this has been an issue in the past with Rangers as well), it seems that the ability to have OLMod-style "presets" would be helpful to reduce mistakes. Will have to figure out a good UI for this. The presets don't need to be configurable within the game itself - they could be hard-coded or loaded from an XML file.

Make other player ships more visible

From Lee:
"Several people have mentioned finding it hard to see in descent especially in levels like black rose. For a future release would you consider a toggle or an option for increasing ship visibility without increasing the objects brightness?"

There are some options we might want to pursue for this, e.g. maybe rendering a colored outline or a tint for player ships might improve visibility. It'll probably need some experimentation to find a good solution.

Linux: AppImages won't work.

Steam Deck user here; can't seem to get the AppImages working. Attempting to run through Konsole delivers this error: "error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory"

Mac build fails to start with "failed loading SDL2 library" error

Passing along a problem report I got from Big Rat, who has a Macbook Pro 2019 (2.4 GHz 8-Core Intel Core i9 - I assume running 64-bit but not ARM). Redux fails to start for him; he sees an error message to the effect of "failed loading SDL2 library". I'm not sure whether the Mac build is supposed to use SDL2; if it is, it might just mean the library isn't included in the archive.

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