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From 2019-12-08 to 2019-12-21

2019-12-21

12:15 Feature #2374 (Closed): "On death" script to run when a thing is killed
Like "On touch", things should have a script that gets run when it is killed.
The script is run before the thing e...
skyjake
08:47 Bug #2373: Avoid near-clipping player weapon models
The new near plane distance for weapons is 0.5 units (was 5 units). skyjake
08:44 Bug #2373 (In Progress): Avoid near-clipping player weapon models
skyjake
07:04 Bug #2373 (Closed): Avoid near-clipping player weapon models
Now that the weapon model has its own FOV and projection matrix, the near plane distance can be made very small. The ... skyjake

2019-12-20

13:13 Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions
skyjake
13:12 Bug #2370: [2.3 Unstable] Render Hack Regressions
Cool, thanks for testing. skyjake
07:36 Bug #2370: [2.3 Unstable] Render Hack Regressions
For a quick update, I did a test with the latest build that includes the fix for the Arachnotrons in TNT Map31, and c... sonicdoommario

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. skyjake

2019-12-18

22:45 Bug #2372 (Resolved): [macOS] Monospaced font text lines are clipped at line ends
skyjake
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... skyjake
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... skyjake
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 ... skyjake
21:41 Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30)
The patched sprites should now be working. skyjake

2019-12-17

11:18 Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home
skyjake
11:18 Bug #2362 (Closed): [UI] Game profile name cannot be changed
skyjake
11:18 Bug #2365 (Closed): Halos from Light decorations not visible
skyjake
11:18 Bug #2366 (Closed): "texreset" breaks halo textures
skyjake
11:18 Bug #2327 (Closed): [Heretic] Linetype 98 is nonfunctional
skyjake
11:18 Bug #2343 (Closed): Player weapon opacity doesn't affect psprite 3D models
skyjake
11:18 Bug #2353 (Closed): Bugs in Doomsday Script parsing and execution
skyjake
11:18 Bug #2356 (Closed): Compatibility issues with Sigil v1.21
skyjake
11:18 Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon
skyjake
11:18 Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26)
skyjake
11:18 Bug #1983 (Closed): [Doom] "Finished" graphic placed too low
skyjake
11:18 Bug #2300 (Closed): [Doom] Secret exit switch in E3M6 placed too low
skyjake
11:18 Bug #2303 (Closed): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
skyjake
11:18 Bug #2319 (Closed): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
skyjake
11:17 Bug #1875 (Closed): [XG] Colored sector lighting does not affect the transition frame
skyjake
11:17 Bug #2255 (Closed): Line teleport (XG class) - "No Flash" parameter inverted
skyjake
11:17 Bug #814 (Closed): [XG] Cooperative and Deathmatch flags only check for MP
skyjake
11:17 Bug #1822 (Closed): [XG] Line class "teleport" can't find teleport destination mobj
skyjake
11:17 Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
skyjake
11:17 Feature #2267 (Closed): Detect future Freedoom IWADs
skyjake
11:17 Feature #2316 (Closed): Scriptable custom state action functions
skyjake
11:17 Feature #2349 (Closed): [Heretic] Various improvements and modding features
skyjake
11:17 Feature #2352 (Closed): [Heretic] Scripted touch action for special things
skyjake
11:17 Feature #2358 (Closed): Fixed FOV for rendering weapon models
skyjake
11:17 Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically
skyjake
11:17 Feature #1505 (Closed): [Heretic] Boss drop off physics (never instantly drop down)
skyjake
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... sonicdoommario

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 ...
skyjake
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. skyjake
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... skyjake

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... sonicdoommario
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... sonicdoommario

2019-12-13

14:20 Feature #1603 (Progressed): Support for id Tech 1 map hacks
skyjake
14:15 Bug #2368 (Resolved): [Render hack] Masked wall textures used for see-through walls/windows (e.g., TNT map02)
skyjake
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... skyjake
14:15 Bug #1053 (Resolved): [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
skyjake
11:46 Bug #110 (Resolved): [Render hack] TNT map09: Transparent window is not transparent
skyjake

2019-12-12

22:09 Bug #110 (In Progress): [Render hack] TNT map09: Transparent window is not transparent
skyjake
17:30 Bug #2254 (Resolved): [Render hack] TNT map02: Deep Water not supported
Fixed with a new approach. skyjake

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 ... skyjake

2019-12-10

21:20 Bug #2366 (Resolved): "texreset" breaks halo textures
skyjake
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. skyjake
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...
skyjake
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... skyjake
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.
...
skyjake

2019-12-09

13:29 Bug #2364: Single color transparancy background edges
Is there an upsampled image/sprite/texture I could use for testing? skyjake

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 ...
3DMaster
 

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