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From 2018-12-18 to 2018-12-31

2018-12-31

11:34 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
Finally, I think I have the solution:
+ LC_NUMERIC=C
+ Doomsday 2.1.1
+ CLEAN ALL DATA from ~/.doomsday/runtime/...
jesusda
11:19 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
... but sadly, HERETIC and HEXEN now fails!!!
:_(
How can be this possible?
jesusda
11:08 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
jesusda wrote:
> skyjake wrote:
> > According to that information, OpenGL 3.3 Core Profile (that is used by Doomsda...
jesusda
01:25 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
skyjake wrote:
> According to that information, OpenGL 3.3 Core Profile (that is used by Doomsday 2.1) should be sup...
jesusda

2018-12-30

22:49 Bug #2313: GLFramebuffer: Required GL_ARB_framebuffer_object is missing! ...
After further testing it turns out that exactly 1.9.8-1 works on MacOSX 10.6 on iMac(s) with ATI X1600.
Looks like t...
frpet1
19:02 Bug #2313: GLFramebuffer: Required GL_ARB_framebuffer_object is missing! ...
I have some updates: I noted a problem with the way the mac installer works
If you install an older version of Dooms...
frpet1
16:43 Bug #2313: GLFramebuffer: Required GL_ARB_framebuffer_object is missing! ...
Can't think of anything that would help here... If the OpenGL driver does not provide the required extensions, Doomsd... skyjake
00:29 Bug #2313: GLFramebuffer: Required GL_ARB_framebuffer_object is missing! ...
Commenting on my own issue. I noted that Doomsday writes that it's launched as 64-bit.
I wonder if this is a Mach-O ...
frpet1
22:10 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
According to that information, OpenGL 3.3 Core Profile (that is used by Doomsday 2.1) should be supported, yes.
An...
skyjake
21:59 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
skyjake wrote:
> This might be explained by incompatibility with your OpenGL driver. Doomsday 2.1 requires OpenGL 3....
jesusda
16:30 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
This might be explained by incompatibility with your OpenGL driver. Doomsday 2.1 requires OpenGL 3.3. Does you graphi... skyjake
19:03 Revision aadf8f00 (github): Heretic: Gameplay option for powered-up staff
Normally the staff will not harm ghost monsters, even with the Tome of Power. Added cvar "player-weapon-staff-powergh... skyjake
19:03 Revision 242ed0bf (github): Heretic: Gameplay option for powered-up staff
Normally the staff will not harm ghost monsters, even with the Tome of Power. Added cvar "player-weapon-staff-powergh... skyjake
19:00 Feature #2314 (Resolved): [Heretic] Gameplay option for allowing powered-up staff to damage ghosts
skyjake
19:00 Feature #2314 (Closed): [Heretic] Gameplay option for allowing powered-up staff to damage ghosts
As requested by Deimos_X. skyjake

2018-12-29

20:35 Bug #2313 (Closed): GLFramebuffer: Required GL_ARB_framebuffer_object is missing! ...
Hi, I'm trying to run Doomsday Engine on some old MacOSX 10.6 systems (because why not), but it all ends with error o... frpet1

2018-12-24

19:10 Bug #2312: 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
In addition, I sent you a screenshot of the Main Menu. The options are not correct rendered when not selected. They a... jesusda
19:09 Bug #2312 (Closed): 3D Doom and Doom II models break in doomsday 2.1.x (env LC_NUMERIC)
Hi!
3D models are break in 2.1.x version. They are rendered as a 2D planes (look at the Player weapon on top and t...
jesusda

2018-12-20

09:15 Bug #2311 (Closed): Doom64 TC will not launch, fatal error "options.turbo.default"
... skyjake

2018-12-19

06:36 Bug #2310: [UI] Metadata text wrapping: should force-break very long words in Package Info popup
Update: URLs (i.e. strings containing forward slashes "/") doesn't seem to be affected by this issue, they get proper... xe_sued

2018-12-18

15:30 Bug #2310: [UI] Metadata text wrapping: should force-break very long words in Package Info popup
This issue is not unique to package metadata. It generally relates to forced word wrapping behavior in LabelWidget. skyjake
15:26 Bug #2310 (New): [UI] Metadata text wrapping: should force-break very long words in Package Info popup
If a character string delimited by spaces exceeds the maximum line length of 33 characters, Doomsday shifts down the ... xe_sued
 

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