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From 2019-12-14 to 2019-12-27

2019-12-27

21:51 Doomsday Engine Feature #2381: Support for 8-bit and run-length encoded TGA images
Yeah that was the problem. The Flatpak builds didn't set the build number in the build configuration, so at runtime i... skyjake
17:05 Doomsday Engine Feature #2381: Support for 8-bit and run-length encoded TGA images
Perhaps it's a build config bug? I'll check if the Flatpak build correctly sets the build number. skyjake
17:03 Doomsday Engine Feature #2381: Support for 8-bit and run-length encoded TGA images
Why doomsday shows build number 3281 if it is not updated? thesourcehim
15:53 Doomsday Engine Feature #2381: Support for 8-bit and run-length encoded TGA images
The unstable Flatpaks aren't yet updated in sync with the rest of the autobuilder. I'll rebuild it now and you can up... skyjake
15:28 Doomsday Engine Feature #2381: Support for 8-bit and run-length encoded TGA images
Updated to 3281 through flatpak, but I get the same warnings, those TGA's still can not be loaded. thesourcehim
21:12 Doomsday Engine Bug #2378: Hitscan spread changes depending on the on view angle
This happens because the random variations of the bullet directions are not applied in true 3D. The direction is spec... skyjake
21:10 Doomsday Engine Bug #2384 (Closed): [FluidSynth] Music volume setting has no effect
When FluidSynth was playing music on its own (not via Doomsday's SFX backend), the music volume level was not being s... skyjake
14:41 Doomsday Engine Feature #2383 (New): Stereo rendering convergence setting
("From the forums.":https://talk.dengine.net/discussion/2772/stereoscopic-mode-is-not-quite-adjustable)
There's no...
skyjake
12:52 Doomsday Engine Bug #2382 (New): Recognizing IWAD/PWAD files with more accuracy (using CRC-32)
Doomsday's data file recognition code depends on a few quick-to-determine pieces of information, such as file size an... skyjake

2019-12-26

20:25 Doomsday Engine Feature #2381 (Resolved): Support for 8-bit and run-length encoded TGA images
skyjake
08:08 Doomsday Engine Feature #2381: Support for 8-bit and run-length encoded TGA images
libgui has a newer TGA loader that supports RLE in addition to plain RGB/RGBA. However, it is not used for particle t... skyjake
07:31 Doomsday Engine Feature #2381 (In Progress): Support for 8-bit and run-length encoded TGA images
This would be useful to improve support for old resource packs. skyjake
09:25 Doomsday Engine Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s
skyjake

2019-12-25

17:12 Doomsday Engine Feature #2381 (Closed): Support for 8-bit and run-length encoded TGA images
Currently doomsday can not load and use TGA textures that contain 8bit alpha channel only data.
Examples: jDRP Parti...
thesourcehim
14:13 Doomsday Engine Bug #2380: [Linux] Errors when loading resources from PK3s
Fixing ded in jHRP (replaced RespawnFOG/TeleFog.dmd woth TeleFOG/TeleFog.dmd) indeed fixed the problem.
Will it be h...
thesourcehim
13:53 Doomsday Engine Bug #2380: [Linux] Errors when loading resources from PK3s
I don't think any of those are due file path case sensitivity.
* jHRP particle00 targa is indexed and thus unsuppo...
skyjake
13:44 Doomsday Engine Bug #2380: [Linux] Errors when loading resources from PK3s
Attaching screenshots of jHRP warnings and Doom addons warnings (jDRP, Hi-Res texture project, Hi-res UI). thesourcehim
12:17 Doomsday Engine Bug #2380: [Linux] Errors when loading resources from PK3s
Paths in PK3 files are handled case insensitively. Do you have more examples of where errors of this sort might be ha... skyjake
13:45 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
I think we should try a build with a newer version Fedora, so it has a more up-to-date compiler. Probably the Fedora ... skyjake

2019-12-24

20:32 Doomsday Engine Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s
Linux version of Doomsday (2.3 #3278) fails to load many Heretic models and textures from jHRP because for example fo... thesourcehim
19:50 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Tested RPM 3278, same thing happens, and with Heretic too. Seems to affect every game. thesourcehim
09:12 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
In flatpak version problem does not occur. However I can't figure out how to start the application properly, which pe... thesourcehim
08:38 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Does the Flatpak unstable build work for you?
I'm using Fedora 23 to build the RPM packages, and it has a rather o...
skyjake
08:29 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Trying to warp to map26 crashes doomsday. Stable 2.2 works fine. thesourcehim
08:22 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
I'm using RPM doomsday-2.3.0_build3276-1.x86_64
The problem occurs without addons too.
thesourcehim
08:19 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Still cannot reproduce the issue.
Did you use one of the prebuilt binaries (Flatpak, dengine.net DEB/RPM, or PPA)?...
skyjake
19:28 Doomsday Engine Feature #2379 (Closed): HUD Weapon FOV 4:3 adaptation
HUD Weapon FOV 4:3 adaptation
If HUD model is designed for 16:9 resolution, it will display with incorrect fov, wh...
theleo_ua
09:19 Doomsday Engine Bug #2378 (Closed): Hitscan spread changes depending on the on view angle
The spread that gets applied to hitscans from the player's weapon seems to depend on the angle the player is looking ... RemiliaScarlet
06:35 Doomsday Engine Feature #2377 (New): [Hexen] Option for monster respawn rate
Hexen uses a specific ACS script to continually spawn monsters.
Modify the cvar “game-deathkings-respawn-chance” t...
skyjake

2019-12-23

20:41 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Forgot to mention that I did it with 2 addons enabled: XARP 0.13 and Neural Texture pack (the latter being the first ... thesourcehim
13:21 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Hmm, I just played Hexen and Deathkings with the latest unstable and everything was looking ok.
Could you attach y...
skyjake
11:02 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
skyjake wrote:
> Could be a problem with the new render hack detection. Is this the first map?
Yes, Winnowing Hal...
thesourcehim
08:25 Doomsday Engine Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora
skyjake
07:56 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Could be a problem with the new render hack detection. Is this the first map? skyjake
07:52 Doomsday Engine Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora
In the latest unstable build 3276 (linux) Hexen can not be played due something weird going on with level geometry (s... thesourcehim
19:19 Doomsday Engine Bug #2234 (Closed): Fov 160 + near clip plane issues with MD2 and FBX HUD Models
All right, closing this issue since the view FOV is now independent and also weapon models have a smaller near plane ... skyjake
19:13 Doomsday Engine Feature #2244 (Closed): Create an official portable Linux distribution
skyjake
14:48 Doomsday Engine Feature #1584 (Resolved): [Deathkings] Option for monster respawn rate
Implemented as a cvar for 2.3: @game-deathkings-respawn-chance@, defaults to 100 (%). skyjake
08:53 Doomsday Engine Feature #1584: [Deathkings] Option for monster respawn rate
The respawning is being done via ACS (script 255): https://www.doomworld.com/forum/topic/92230-so-who-has-a-patch-tha... skyjake

2019-12-22

19:57 Doomsday Engine Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
skyjake wrote:
> Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it ...
theleo_ua
12:05 Doomsday Engine Feature #2375 (Closed): Doomsday Script enhancements for 2.3
The following Doomsday Script bindings, classes, and functions have been added:
* App.getInteger()
* App.setInteger...
skyjake

2019-12-21

12:15 Doomsday Engine Feature #2374 (Closed): "On death" script to run when a thing is killed
Like "On touch", things should have a script that gets run when it is killed.
The script is run before the thing e...
skyjake
08:47 Doomsday Engine Bug #2373: Avoid near-clipping player weapon models
The new near plane distance for weapons is 0.5 units (was 5 units). skyjake
08:44 Doomsday Engine Bug #2373 (In Progress): Avoid near-clipping player weapon models
skyjake
07:04 Doomsday Engine Bug #2373 (Closed): Avoid near-clipping player weapon models
Now that the weapon model has its own FOV and projection matrix, the near plane distance can be made very small. The ... skyjake

2019-12-20

13:13 Doomsday Engine Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions
skyjake
13:12 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Cool, thanks for testing. skyjake
07:36 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
For a quick update, I did a test with the latest build that includes the fix for the Arachnotrons in TNT Map31, and c... sonicdoommario

2019-12-19

21:09 Doomsday Engine Bug #2369 (Resolved): [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
The untextured upper walls are now invisible as they should. skyjake

2019-12-18

22:45 Doomsday Engine Bug #2372 (Resolved): [macOS] Monospaced font text lines are clipped at line ends
skyjake
18:58 Doomsday Engine Bug #2372 (Closed): [macOS] Monospaced font text lines are clipped at line ends
There is a font rendering issue in the package info popup when viewing the associated readme of a PWAD. At least (onl... skyjake
21:46 Doomsday Engine Feature #1666: [Dehacked] Support for sprite renaming
@vermil: Please test and see if this works as expected. Patched sprites in TNT Revilution and D2TWiD at least seem to... skyjake
21:03 Doomsday Engine Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
I've enabled sprite renaming. The DEH reader changes the names of the defined Sprites, and updates State definitions ... skyjake
21:41 Doomsday Engine Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30)
The patched sprites should now be working. skyjake

2019-12-17

11:18 Doomsday Engine Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home
skyjake
11:18 Doomsday Engine Bug #2362 (Closed): [UI] Game profile name cannot be changed
skyjake
11:18 Doomsday Engine Bug #2365 (Closed): Halos from Light decorations not visible
skyjake
11:18 Doomsday Engine Bug #2366 (Closed): "texreset" breaks halo textures
skyjake
11:18 Doomsday Engine Bug #2327 (Closed): [Heretic] Linetype 98 is nonfunctional
skyjake
11:18 Doomsday Engine Bug #2343 (Closed): Player weapon opacity doesn't affect psprite 3D models
skyjake
11:18 Doomsday Engine Bug #2353 (Closed): Bugs in Doomsday Script parsing and execution
skyjake
11:18 Doomsday Engine Bug #2356 (Closed): Compatibility issues with Sigil v1.21
skyjake
11:18 Doomsday Engine Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon
skyjake
11:18 Doomsday Engine Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26)
skyjake
11:18 Doomsday Engine Bug #1983 (Closed): [Doom] "Finished" graphic placed too low
skyjake
11:18 Doomsday Engine Bug #2300 (Closed): [Doom] Secret exit switch in E3M6 placed too low
skyjake
11:18 Doomsday Engine Bug #2303 (Closed): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
skyjake
11:18 Doomsday Engine Bug #2319 (Closed): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
skyjake
11:17 Doomsday Engine Bug #1875 (Closed): [XG] Colored sector lighting does not affect the transition frame
skyjake
11:17 Doomsday Engine Bug #2255 (Closed): Line teleport (XG class) - "No Flash" parameter inverted
skyjake
11:17 Doomsday Engine Bug #814 (Closed): [XG] Cooperative and Deathmatch flags only check for MP
skyjake
11:17 Doomsday Engine Bug #1822 (Closed): [XG] Line class "teleport" can't find teleport destination mobj
skyjake
11:17 Doomsday Engine Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
skyjake
11:17 Doomsday Engine Feature #2267 (Closed): Detect future Freedoom IWADs
skyjake
11:17 Doomsday Engine Feature #2316 (Closed): Scriptable custom state action functions
skyjake
11:17 Doomsday Engine Feature #2349 (Closed): [Heretic] Various improvements and modding features
skyjake
11:17 Doomsday Engine Feature #2352 (Closed): [Heretic] Scripted touch action for special things
skyjake
11:17 Doomsday Engine Feature #2358 (Closed): Fixed FOV for rendering weapon models
skyjake
11:17 Doomsday Engine Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically
skyjake
11:17 Doomsday Engine Feature #1505 (Closed): [Heretic] Boss drop off physics (never instantly drop down)
skyjake
04:29 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Probably related to the AV Map23 deep water, but the deep water in a part of Map11 in Alien Vendetta no longer displa... sonicdoommario

2019-12-15

15:13 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Another regression in Heretic E1M1:
* Secret door to the right of the start. The triangular lighting-only sector in ...
skyjake
08:09 Doomsday Engine Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
The macOS build has been using a rather outdated version of the Qt framework, it should be updated to the LTS version. skyjake
07:43 Doomsday Engine Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
The proposed solution is to not clamp sector lighting values until render time, so that any modifications to the ligh... skyjake

2019-12-14

21:12 Doomsday Engine Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions
With the 2.3 release of Doomsday starting to support render hacks, I decided to do some testing to try out of the new... sonicdoommario
20:52 Doomsday Engine Bug #2369 (Closed): [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
With the recent 2.3 unstable releases starting to support render hacks, I decided to test a few maps and test some of... sonicdoommario
 

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