skyjake's activity
From 2019-12-22 to 2020-01-04
2020-01-03
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07:21 Doomsday Engine Bug #2107: [Heretic] [Hexen] Line attacks produce no sound on impact
- I attempted to triage this quickly but failed to understand the problem. Could you elaborate a little on which a) whi...
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06:44 Doomsday Engine Feature #2393 (New): Map selection UI for Master Levels for Doom II (Episode with additional packages)
- There should be a convenient way to play the Master Levels.
Possible approaches:
* Master Levels could use custom...
2020-01-02
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19:36 Doomsday Engine Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
- Perhaps a relevant compatibility setting in ZDoom:
> "compat_useblocking" (CVAR and MAPINFO) -- All special lines ...
2020-01-01
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21:51 Doomsday Engine Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
- Is there an already-established flag (e.g., MAPINFO) for enabling non-vanilla behavior for this?
If not, a Doomsda... -
21:33 Doomsday Engine Feature #2389 (Closed): [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
- And it turns out, ML_PASSUSE is "already implemented":https://tracker.dengine.net/projects/deng/repository/revisions/...
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21:25 Doomsday Engine Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
- This would be the PASSUSE flag 0x0200 (UDMF "passuse").
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21:12 Doomsday Engine Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
- In light of vermil's comment, converting to a feature request. Perhaps there is a different way to accomplish the sam...
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21:05 Doomsday Engine Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
- Would you expect both the door and the other linedef(s) to be triggered together?
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20:32 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
- I added a test that can detect these 3D bridge constructs with some success. Now the AV map05 sector 33 floor is no l...
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17:21 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
- sonicdoommario wrote:
> Found an oddity playing Map05 of Plutonia2. This is in the starting area In the background, ... -
17:14 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
- sonicdoommario wrote:
> Finally, another issue appeared, although it doesn't seem to be caused by a render hack. Thi... -
17:04 Doomsday Engine Feature #2392 (New): Sky-lit sectors should not be dimmer than non-sky-lit sectors with equivalent light level
- The sky is supposed to be a bright light source, so it should not subtract light from a sector, only add to it.
Co...
2019-12-31
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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...
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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... -
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... -
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...
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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...
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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...
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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...
2019-12-30
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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... -
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 ... -
16:13 Doomsday Engine Bug #2154 (Resolved): [HeXen] Mage character color is always blue
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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...
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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...
2019-12-29
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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...
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04:06 Doomsday Engine Bug #2373 (Resolved): Avoid near-clipping player weapon models
2019-12-28
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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...
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14:54 Doomsday Engine Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
2019-12-27
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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...
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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.
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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...
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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...
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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...
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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... -
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...
2019-12-26
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20:25 Doomsday Engine Feature #2381 (Resolved): Support for 8-bit and run-length encoded TGA images
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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...
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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.
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09:25 Doomsday Engine Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s
2019-12-25
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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... -
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...
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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 ...
2019-12-24
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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... -
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)?... -
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...
2019-12-23
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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 ...
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19:13 Doomsday Engine Feature #2244 (Closed): Create an official portable Linux distribution
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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 (%).
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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...
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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... -
08:25 Doomsday Engine Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora
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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?
2019-12-22
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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...
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