Activity
From 2013-11-23 to 2013-12-06
2013-12-05
- 18:52 Feature #1677 (New): Square particle shape (option, as alternative to round particles)
- The default shape for particles in Dday is a circle.
However, if users turn off OpenGL filtering, that circular sh... - 17:26 Feature #1676 (Closed): FluidSynth for Windows
- Just wanted to get this into the tracker, as right now there is no support for .sf2 soundfonts in Windows builds of D...
2013-12-04
- 20:19 Feature #1675 (Closed): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- Use QOpenGLFunctions to select a particular OpenGL version (3.3).
Qt 5.4 introduces new OpenGL classes for modern ...
2013-11-30
- 22:19 Bug #1674 (Rejected): I FOLLOWED ROME.RO s guide to play the DENGINE ... BUT THE KEYSTROKES ON MACOS ARE FAILURING THE EXPERIENCE..
- Please post this on the user / technical support forums: http://dengine.net/forums/viewforum.php?f=7
- 22:09 Bug #1674 (Rejected): I FOLLOWED ROME.RO s guide to play the DENGINE ... BUT THE KEYSTROKES ON MACOS ARE FAILURING THE EXPERIENCE..
- http://planetromero.com/2013/11/doomsday-1-12-server-setup
i forward to de-ngine.
selftroll!
i g... - 20:22 Feature #1342: Alpha/Beta/Prerelease support?
- Apologies if the below comes across and rude and/or presumptuous, not to mention it's hardly 'technical' in nature. I...
2013-11-29
- 07:55 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> I went a bit further, and started updating the global variable vOrigin[]
That's good. vOrigin is... - 00:04 Feature #1636: Support for Oculus Rift
- h1. Crosshair refinement questions
* In Rift mode, some crosshair details are missing, presumably because the cros...
2013-11-28
- 20:29 Feature #1636: Support for Oculus Rift
- Is greyscale rendering possible?
I recently got a request to implement greyscale anaglyph 3D modes in GZ3Doom. Thi... - 20:21 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... - 17:12 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
- It's easy to move issues between projects, so I've deleted the reposted one (1673).
- 15:44 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
- I've reposted this in the correct tracker now :)
- 00:14 Feature #1594: [Audio] Default number of sound channels should be "max"
- To follow up on this; I personally am not aware of any mod that relied on Vanilla Doom's limit (8) or Doomsday's curr...
2013-11-26
- 14:38 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
- Whoops wrong tracker :p
- 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 ... - 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...
- 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.
- 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...
- 11:26 Feature #1669: Invisibility affects player automap arrow (option)
- Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox.
- 10:19 Feature #1669: Invisibility affects player automap arrow (option)
- The automap apes vanilla:
linuxdoom-1.10 source, am_map.c line 1242...
2013-11-25
- 22:46 Bug #1670: [Automap] Yellow/Red key activated switches don't glow
- In Doom.
- 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... - 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...
- 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...
- 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...
- 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 ... - 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... - 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 ...
- 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...
- 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...
- 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...
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...
- 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...
- 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...
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