Activity
From 2019-12-06 to 2019-12-19
2019-12-19
-
21:09 Bug #2369 (Resolved): [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
- The untextured upper walls are now invisible as they should.
2019-12-18
-
22:45 Bug #2372 (Resolved): [macOS] Monospaced font text lines are clipped at line ends
-
18:58 Bug #2372 (Closed): [macOS] Monospaced font text lines are clipped at line ends
- There is a font rendering issue in the package info popup when viewing the associated readme of a PWAD. At least (onl...
-
21:46 Feature #1666: [Dehacked] Support for sprite renaming
- @vermil: Please test and see if this works as expected. Patched sprites in TNT Revilution and D2TWiD at least seem to...
-
21:03 Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
- I've enabled sprite renaming. The DEH reader changes the names of the defined Sprites, and updates State definitions ...
-
21:41 Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30)
- The patched sprites should now be working.
2019-12-17
-
11:18 Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home
-
11:18 Bug #2362 (Closed): [UI] Game profile name cannot be changed
-
11:18 Bug #2365 (Closed): Halos from Light decorations not visible
-
11:18 Bug #2366 (Closed): "texreset" breaks halo textures
-
11:18 Bug #2327 (Closed): [Heretic] Linetype 98 is nonfunctional
-
11:18 Bug #2343 (Closed): Player weapon opacity doesn't affect psprite 3D models
-
11:18 Bug #2353 (Closed): Bugs in Doomsday Script parsing and execution
-
11:18 Bug #2356 (Closed): Compatibility issues with Sigil v1.21
-
11:18 Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon
-
11:18 Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26)
-
11:18 Bug #1983 (Closed): [Doom] "Finished" graphic placed too low
-
11:18 Bug #2300 (Closed): [Doom] Secret exit switch in E3M6 placed too low
-
11:18 Bug #2303 (Closed): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
-
11:18 Bug #2319 (Closed): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
-
11:17 Bug #1875 (Closed): [XG] Colored sector lighting does not affect the transition frame
-
11:17 Bug #2255 (Closed): Line teleport (XG class) - "No Flash" parameter inverted
-
11:17 Bug #814 (Closed): [XG] Cooperative and Deathmatch flags only check for MP
-
11:17 Bug #1822 (Closed): [XG] Line class "teleport" can't find teleport destination mobj
-
11:17 Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
-
11:17 Feature #2267 (Closed): Detect future Freedoom IWADs
-
11:17 Feature #2316 (Closed): Scriptable custom state action functions
-
11:17 Feature #2349 (Closed): [Heretic] Various improvements and modding features
-
11:17 Feature #2352 (Closed): [Heretic] Scripted touch action for special things
-
11:17 Feature #2358 (Closed): Fixed FOV for rendering weapon models
-
11:17 Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically
-
11:17 Feature #1505 (Closed): [Heretic] Boss drop off physics (never instantly drop down)
-
04:29 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Probably related to the AV Map23 deep water, but the deep water in a part of Map11 in Alien Vendetta no longer displa...
2019-12-15
-
15:13 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Another regression in Heretic E1M1:
* Secret door to the right of the start. The triangular lighting-only sector in ... -
08:09 Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
- The macOS build has been using a rather outdated version of the Qt framework, it should be updated to the LTS version.
-
07:43 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- The proposed solution is to not clamp sector lighting values until render time, so that any modifications to the ligh...
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 ...
Also available in: Atom