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skyjake's activity

From 2019-12-18 to 2019-12-31

2019-12-31

11:12 Doomsday Engine Bug #2384: [FluidSynth] Music volume setting has no effect
One more detail to note: because FluidSynth uses a buffer to store generated samples, changes in the gain setting bec... skyjake
11:04 Doomsday Engine Feature #2391 (New): [SDL_mixer] Decode Ogg Vorbis manually and use custom loop points for playback
* Use "stb_vorbis":https://github.com/nothings/stb/blob/master/stb_vorbis.c to decode an Ogg Vorbis music file.
* Pa...
skyjake
11:00 Doomsday Engine Feature #2390 (New): [FMOD] Ogg Vorbis custom loop point tags
The FMOD music backend should:
* Parse the OGG file to find out if there are @LOOP_START@ and @LOOP_END@ specified i...
skyjake
10:47 Doomsday Engine Feature #2304: OGG/FLAC custom loop tags
Did some research. It appears the loop tags should be easy to parse from the .ogg file (UTF-8 strings in the comments... skyjake
09:53 Doomsday Engine Bug #2388: [Heretic] Stuck monsters can close the "open stay" door
What is your proposed fix for this? Should the first "D1 open stay" override any consequent "DR open wait close" even... skyjake
09:44 Doomsday Engine Bug #2385: [Heretic] Deactivating a one-time teleport
What is the correct behavior for a teleport line when crossed from the back? Should it cause a teleportation, or shou... skyjake
09:42 Doomsday Engine Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
To clarify: the bug is that the sector floor movement is incorrectly stuck if there is a monster whose head goes thro... skyjake

2019-12-30

22:00 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Further self-referencing line detection improvements to account for the case of AV MAP23.
Please test again and se...
skyjake
20:20 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
sonicdoommario wrote:
> Had a chance to test, the deep water in that map is resolved, however, another issue seemed ...
skyjake
16:13 Doomsday Engine Bug #2154 (Resolved): [HeXen] Mage character color is always blue
skyjake
15:55 Doomsday Engine Bug #2154 (In Progress): [HeXen] Mage character color is always blue
The Mage color is always blue also in the Player Setup screen, which indicates there is some problem with the color t... skyjake
15:29 Doomsday Engine Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Potentially an optimization related bug with GCC 5. A possible workaround would be to selectively disable some GCC op... skyjake

2019-12-29

23:39 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Commit commit:a016851ad9994f makes self-referencing sector detection more sophisticated so the deep water in AV map11... skyjake
04:06 Doomsday Engine Bug #2373 (Resolved): Avoid near-clipping player weapon models
skyjake

2019-12-28

22:26 Doomsday Engine Feature #2379 (In Progress): HUD Weapon FOV 4:3 adaptation
I've made a possible solution for this issue. Please test with the next unstable build (3283 or later): keep the fixe... skyjake
14:54 Doomsday Engine Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
skyjake

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
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
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

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
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

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
08:19 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
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

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
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
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

2019-12-22

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

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
 

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