Activity
From 2019-12-01 to 2019-12-14
2019-12-14
- 21:12 Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions
- With the 2.3 release of Doomsday starting to support render hacks, I decided to do some testing to try out of the new...
- 20:52 Bug #2369 (Closed): [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
- With the recent 2.3 unstable releases starting to support render hacks, I decided to test a few maps and test some of...
2019-12-13
- 14:20 Feature #1603 (Progressed): Support for id Tech 1 map hacks
- 14:15 Bug #2368 (Resolved): [Render hack] Masked wall textures used for see-through walls/windows (e.g., TNT map02)
- 13:41 Bug #2368 (Closed): [Render hack] Masked wall textures used for see-through walls/windows (e.g., TNT map02)
- For example, in TNT MAP02 there is a masked window grill where the player can overlook the large room beyond. The win...
- 14:15 Bug #1053 (Resolved): [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- 11:46 Bug #110 (Resolved): [Render hack] TNT map09: Transparent window is not transparent
2019-12-12
- 22:09 Bug #110 (In Progress): [Render hack] TNT map09: Transparent window is not transparent
- 17:30 Bug #2254 (Resolved): [Render hack] TNT map02: Deep Water not supported
- Fixed with a new approach.
2019-12-11
- 06:09 Bug #2367 (New): [Unix] If directory "/usr/share/doomsday/data" exists, core packages not found
- The Unix builds normally use /usr/share/doomsday as the base directory. If one manually creates a data/ subdirectory ...
2019-12-10
- 21:20 Bug #2366 (Resolved): "texreset" breaks halo textures
- 20:19 Bug #2366: "texreset" breaks halo textures
- Looks like the obsolete texture IDs are cached somewhere and then used for drawing halos after the texreset.
- 19:42 Bug #2366 (Closed): "texreset" breaks halo textures
- The "texreset" command breaks halo textures and causes GL errors (presumably due to use invalid GL texture IDs).
T... - 18:50 Bug #2365 (Resolved): Halos from Light decorations not visible
- The problem was that surfaces with decorated materials weren't correctly registered in their subsectors, so they were...
- 16:18 Bug #2365 (Closed): Halos from Light decorations not visible
- Halos from any of the defined Light decorations are not visible. This includes the built-in ones from libdoom.pk3.
...
2019-12-09
- 13:29 Bug #2364: Single color transparancy background edges
- Is there an upsampled image/sprite/texture I could use for testing?
2019-12-08
- 16:52 Bug #2364 (Closed): Single color transparancy background edges
- As described here
http://talk.dengine.net/discussion/2689/neural-upscale-textures-for-doom-white-edge
whenever ...
2019-12-06
- 08:02 Bug #2303 (Resolved): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
- The problem with the map 23 music was that it was correctly changed to D_ROMER2 by the MAPINFO, but then the DEH patc...
- 06:24 Bug #2343 (Resolved): Player weapon opacity doesn't affect psprite 3D models
- Splitting this bug because checking player powerups requires implementing a new feature.
- 06:22 Bug #2363 (New): Light Amplification powerup doesn't affect psprite 3D models
- The light amplification powerup doesn't affect the hud models.
@StateAnimator@ needs a way to access the player's ...
2019-12-05
- 10:28 Bug #2362 (Closed): [UI] Game profile name cannot be changed
- The UI doesn't allow renaming a custom profile, if the new name is the same as the old name except some of the letter...
2019-12-03
- 22:17 Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically
- PWADs and other data files get an autogenerated version number in the case they don't have associated metadata. This ...
- 19:27 Bug #2319 (Resolved): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
- 17:56 Feature #2244 (Resolved): Create an official portable Linux distribution
- 17:54 Bug #2357 (Resolved): [Hexen] Warping while player is dead leads to inoperable player weapon
- The problem was that after warping, player state would be restored to what it was before the warp (zero health).
T... - 12:01 Bug #2360 (Resolved): [UI] Savegames from Deathkings are not showing up in Home
- 07:55 Bug #2360: [UI] Savegames from Deathkings are not showing up in Home
- See comment by @thesourcehim: https://tracker.dengine.net/issues/2181#note-5
- 07:53 Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home
- When a save is created in Hexen DK, it doesn't show up in the game library under the Deathkings profile.
However, ... - 06:19 Bug #2181: Savegames are not listed on the homescreen based on the "savegames" directory contents (needs retesting)
- I'm currently using linux build 2.3.0_3257, even saves created with this build for Hexen: DeathKings are not shown. H...
2019-12-02
- 22:12 Bug #2359 (Resolved): [Hexen] No music on Desolate Garden (MAP26)
- A very old typo?
- 10:21 Bug #2359 (In Progress): [Hexen] No music on Desolate Garden (MAP26)
- 03:56 Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26)
- When loading Desolate Garden map the warning message appears that no music is bound to that map, can not start playba...
2019-12-01
- 22:32 Bug #2337 (Feedback): No doom II can be selected from the master list in the server tab
- Some additional information would be useful:
* Is this still happening, or did you figure out some config issue to w... - 22:27 Bug #2319: [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
- I accidently missed the 'non' out of the title of this report.
The issue is that the Infine screen filter doesn't ... - 14:12 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
- skyjake wrote:
> Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it ... - 14:10 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
- Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it can be closed.
- 14:08 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
- Hi skyjake
you changed status to feedback and assignee to me - this mean something is required from my side? If ye... - 14:03 Bug #2234 (Feedback): Fov 160 + near clip plane issues with MD2 and FBX HUD Models
- 14:02 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
- This should be solved by #2358.
- 14:01 Feature #2358 (Closed): Fixed FOV for rendering weapon models
- The cvar "rend-model-fov" specifies the FOV for weapon models, which is separate from the rest of the view. This alle...
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