Activity
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... - 08:47 Bug #2373: Avoid near-clipping player weapon models
- The new near plane distance for weapons is 0.5 units (was 5 units).
- 08:44 Bug #2373 (In Progress): Avoid near-clipping player weapon models
- 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 ...
2019-12-20
- 13:13 Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions
- 13:12 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Cool, thanks for testing.
- 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...
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 ...
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