skyjake's activity
From 2020-01-01 to 2020-01-14
2020-01-10
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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.
2020-01-08
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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 ...
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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...
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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...
2020-01-07
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12:39 Doomsday Engine Feature #1553 (Rejected): Align crosshair with actual line of fire
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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.
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05:02 Doomsday Engine Bug #2396 (In Progress): TGA images have red and blue channels swapped (3D model skin)
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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.
2020-01-06
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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).
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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.
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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.
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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...
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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... ☑️
2020-01-05
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21:51 Doomsday Engine Bug #2364 (Resolved): Single color transparancy background edges
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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... -
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.
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18:10 Doomsday Engine Bug #2370: [2.3 Unstable] Render Hack Regressions
- Made some tweaks again, the Plutonia 2 map11 issues should be resolved.
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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...
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17:12 Doomsday Engine Bug #2384: [FluidSynth] Music volume setting has no effect
- Latency issue addressed by commit:a2525878.
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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...
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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... -
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 ... -
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 ...
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...
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