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From 2013-11-25 to 2013-12-08

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...
vermil
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... sonicdoommario

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 ...
skyjake

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 skyjake
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...
rm1911
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... vermil

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...
skyjake
00:04 Feature #1636: Support for Oculus Rift
h1. Crosshair refinement questions
* In Rift mode, some crosshair details are missing, presumably because the cros...
cmbruns

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...
cmbruns
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...
cmbruns
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). skyjake
15:44 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
I've reposted this in the correct tracker now :) vermil
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... vermil

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
 

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