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From 2013-11-14 to 2013-11-27

2013-11-26

14:38 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
Whoops wrong tracker :p vermil
13:52 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
Following tests, sector type 14 appears to behave identically and correctly in Vanilla Doom and Dday.
Like 10, it ...
vermil
12:57 Bug #1671 (Rejected): Doom Sector type 10 not 'releasing' sector after action has occurred
In Vanilla Doom; sector type 10 blocks other triggers from affecting (or even activating it seems) the sector until i... vermil
11:52 Bug #566: [Resampler] Low quality sound samples play distorted
Thanks for the WAD, I'll give it a try at the next suitable time for this type of work. skyjake
11:49 Feature #1669: Invisibility affects player automap arrow (option)
Since this appears to be a purposeful feature of linuxdoom, I'm converting this to a vanilla compatibility feature re... skyjake
11:26 Feature #1669: Invisibility affects player automap arrow (option)
Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox. vermil
10:19 Feature #1669: Invisibility affects player automap arrow (option)
The automap apes vanilla:
linuxdoom-1.10 source, am_map.c line 1242...
danij

2013-11-25

22:46 Bug #1670: [Automap] Yellow/Red key activated switches don't glow
In Doom. vermil
22:46 Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
Linetypes 133-137, Red and Yellow key activated switches seem to be accidently missing glows on the automap.
All k...
vermil
21:53 Bug #566: [Resampler] Low quality sound samples play distorted
I attach a pwad containing some sounds that Vanilla Doom can play back without issue, but they aren't played back cor... vermil
21:32 Feature #1669 (Rejected): Invisibility affects player automap arrow (option)
Pretty much what the subject states; if the player is under the effect of an Blur Artefact or Shadow Sphere, the play... vermil
21:13 Feature #1668 (New): Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
The Doom map format allows sectors to have lightlevel values outside the normal 0...255 range. However, out-of-bounds... vermil
16:27 Bug #1599: Double Quit sound
vermil wrote:
> I didn't believe this was worth making a separate issue for, but it's still a mistake.
>
> There ...
sonicdoommario
15:00 Bug #1599: Double Quit sound
I didn't believe this was worth making a separate issue for, but it's still a mistake.
There is no prompt sound wh...
vermil
15:10 Bug #1667 (Rejected): Player weapon sounds interrupt "dont_stop" sounds
Player weapon sounds incorrectly cut world sounds that have the ‘dont stop’ flag in their def (i.e the Cyber Demon's ... vermil
15:06 Feature #1666: [Dehacked] Support for sprite renaming
An example of a notable new release that uses the feature of Dehacked: http://www.doomworld.com/vb/wads-mods/66113-do... vermil
15:03 Feature #1666 (Closed): [Dehacked] Support for sprite renaming
Pretty much what the subject states. Though it seems Deng team are aware of this; when a Dehacked patch that remaps s... vermil
11:48 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Another approach would be to make the angle clipper aware of the eye position offsets
This woul...
skyjake

2013-11-24

20:51 Feature #1636: Support for Oculus Rift
I just found another bug: Sequentially activating "rend-vr-mode 13", followed by "rend-vr-mode 9" results in an asser... cmbruns
20:42 Feature #1636: Support for Oculus Rift
I'm still struggling a bit with the Mac build system. The good news is that I can build the Doomsday app in Qt Creato... cmbruns
17:49 Feature #1636: Support for Oculus Rift
danij wrote:
> I've just been trying out the vr modes. With mode 9 I'm noticing thin gaps in the map geometry when t...
cmbruns

2013-11-22

02:37 Feature #1636: Support for Oculus Rift
I've just been trying out the vr modes. With mode 9 I'm noticing thin gaps in the map geometry when the viewer is loo... danij

2013-11-21

13:48 Feature #1636: Support for Oculus Rift
I'm planning to merge the progress from "oculus-rift" into master this week. Even though the Rift support isn't fully... skyjake

2013-11-20

11:38 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Now I'm getting a seg fault when I try to leave rift mode (e.g. "rend-vr-mode 9", followed by "rend...
skyjake
04:33 Feature #1636: Support for Oculus Rift
skyjake wrote:
> I will sort this out.
Thank you for fixing this. Now I'm getting a seg fault when I try to leave...
cmbruns

2013-11-19

09:29 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> If I replace the call with the commented out glBlendFunc() version, it's OK. What am I missing?
...
skyjake
04:49 Feature #1636: Support for Oculus Rift
One compiler error I get on Linux (Ubuntu 12.04):... cmbruns

2013-11-18

18:02 Bug #1132: Rendering slow - slow graphics (1.11.0 => 1.11.2)
Another forum thread that seems related: http://dengine.net/forums/viewtopic.php?f=7&t=1613#topic skyjake

2013-11-15

11:31 Feature #1362: Smoothing of dynlights & halos
I would like to debate what the default should be; smoothing or no smoothing. I.e should it be a flag to enable smoot... vermil
11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
skyjake

2013-11-14

23:45 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
Upon pressing the shift key in a focused text entry widget within the modal dialog should not cause said dialog to "f... danij
11:18 Feature #1663 (New): Replace game-side color filter / special effect with LensFx
The game-side color filters and other special effects (e.g., invulnerability) should be done using LensFx and shaders... skyjake
11:15 Feature #1662 (Closed): Refactor camera lens effects
All engine-side camera lens effects (color filter, vignette, lens flares) should be handled in one place. This will a... skyjake
11:08 Bug #723 (Closed): "rend-info-tris" broken
I've removed rend-info-tris from the client. In the future, calculating this needs to be done at libgui/@GLBuffer@ le... skyjake
09:25 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
Crosshair moved to the game's HUD layer. skyjake
 

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