Activity
From 2013-11-25 to 2013-12-08
2013-12-05
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  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...
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  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
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  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
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  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
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  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...
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  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
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  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...
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  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
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  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...
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  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...
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  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).
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  15:44 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred 
- I've reposted this in the correct tracker now :)
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  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
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  14:38 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred 
- Whoops wrong tracker :p
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  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 ...
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  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...
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  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.
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  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...
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  11:26 Feature #1669: Invisibility affects player automap arrow (option) 
- Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox.
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  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
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  22:46 Bug #1670: [Automap] Yellow/Red key activated switches don't glow 
- In Doom.
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  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...
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  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...
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  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...
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  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...
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  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 ...
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  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...
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  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 ...
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  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...
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  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...
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  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...
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