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skyjake's activity

From 2020-01-01 to 2020-01-14

2020-01-10

13:02 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Thanks! Edited the formatting a bit to remove the boxes, and added the remaining PL2 issues. skyjake

2020-01-08

19:08 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
@sonicdoommario: You should be able to edit the issue description. Could you add all the remaining cases to the main ... skyjake
19:06 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Next build has a significantly improved missing texture detection for render hacks, so it works in all the cases of f... skyjake
08:16 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Thanks again for testing. Looks like many of these black spots are actually floors that appear at the incorrect heigh... skyjake

2020-01-07

12:39 Doomsday Engine Feature #1553 (Rejected): Align crosshair with actual line of fire
skyjake
12:33 Doomsday Engine Bug #2396 (Resolved): TGA images have red and blue channels swapped (3D model skin)
The reported Wight texture is now fixed. Let me know if you see other incorrectly loaded TGA images. skyjake
05:02 Doomsday Engine Bug #2396 (In Progress): TGA images have red and blue channels swapped (3D model skin)
skyjake
07:46 Doomsday Engine Bug #2397 (Resolved): Setting "no monsters" in custom profile is not saved
The "noMonsters" variable became "nomonsters" when reading the profile from disk, and was no longer recognized. skyjake

2020-01-06

22:27 Doomsday Engine Bug #2397 (In Progress): Setting "no monsters" in custom profile is not saved
I can reproduce this. Probably the variable is being written or restored incorrectly (or has been omitted). skyjake
18:04 Doomsday Engine Bug #2396: TGA images have red and blue channels swapped (3D model skin)
Thanks. Could be the TGA image loader swapping or not swapping the R/B channels as needed. skyjake
16:55 Doomsday Engine Bug #2396: TGA images have red and blue channels swapped (3D model skin)
Please add some more details, I'm not sure what I'm looking at here. skyjake
17:07 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
I addressed the Hexen map01 issue by disabling self-referencing line detection in case the lines have middle textures... skyjake
16:46 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Noticed a new regression in Hexen map01, where the portal is leaking out... ☑️ skyjake

2020-01-05

21:51 Doomsday Engine Bug #2364 (Resolved): Single color transparancy background edges
skyjake
21:30 Doomsday Engine Bug #2364 (In Progress): Single color transparancy background edges
I noticed that the outlines disappear if you set "rend-tex-filter-sprite" to zero.
This means it's the alpha blend...
skyjake
09:10 Doomsday Engine Bug #2364: Single color transparancy background edges
Thanks. Yeah I can see the outlines, will have to investigate exactly what is causing them. skyjake
18:10 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
Made some tweaks again, the Plutonia 2 map11 issues should be resolved. skyjake
17:19 Doomsday Engine Bug #2386: [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
Haven't investigated this yet, but it could also be an issue in Doomsday's BSP builder. Another possibility is that s... skyjake
17:12 Doomsday Engine Bug #2384: [FluidSynth] Music volume setting has no effect
Latency issue addressed by commit:a2525878. skyjake
12:52 Doomsday Engine Feature #2394: Episodes defined in game profile
In practice, having Episode definitions in the game profile means that those will have to be dumped to a temporary DE... skyjake
09:00 Doomsday Engine Feature #2394 (New): Episodes defined in game profile
@Drako:
> There should be an easy way to organize PWAD files as episodes in profiles. The PWAD files in such profile...
skyjake
12:48 Doomsday Engine Feature #2393: Map selection UI for Master Levels for Doom II (Episode with additional packages)
Drako wrote:
> It seems to me that it is worth to implement something slightly more general.
Added #2394 and #2395 ...
skyjake
09:07 Doomsday Engine Feature #2395 (New): Exporting and importing game profiles (files and dengine.net)
Custom game profiles should be exportable/importable. The exported profile could simply be a .dei file with just one ... skyjake

2020-01-03

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... skyjake
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...
skyjake

2020-01-02

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 ...
skyjake

2020-01-01

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...
skyjake
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/... skyjake
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"). skyjake
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... skyjake
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? skyjake
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... skyjake
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, ...
skyjake
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...
skyjake
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...
skyjake
 

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