Activity
From 2019-12-15 to 2019-12-28
2019-12-28
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  22:26 Feature #2379 (In Progress): HUD Weapon FOV 4:3 adaptation 
- I've made a possible solution for this issue. Please test with the next unstable build (3283 or later): keep the fixe...
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  14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle 
2019-12-27
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  21:51 Feature #2381: Support for 8-bit and run-length encoded TGA images 
- Yeah that was the problem. The Flatpak builds didn't set the build number in the build configuration, so at runtime i...
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  17:05 Feature #2381: Support for 8-bit and run-length encoded TGA images 
- Perhaps it's a build config bug? I'll check if the Flatpak build correctly sets the build number.
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  17:03 Feature #2381: Support for 8-bit and run-length encoded TGA images 
- Why doomsday shows build number 3281 if it is not updated?
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  15:53 Feature #2381: Support for 8-bit and run-length encoded TGA images 
- The unstable Flatpaks aren't yet updated in sync with the rest of the autobuilder. I'll rebuild it now and you can up...
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  15:28 Feature #2381: Support for 8-bit and run-length encoded TGA images 
- Updated to 3281 through flatpak, but I get the same warnings, those TGA's still can not be loaded.
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  21:12 Bug #2378: Hitscan spread changes depending on the on view angle 
- This happens because the random variations of the bullet directions are not applied in true 3D. The direction is spec...
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  21:10 Bug #2384 (Closed): [FluidSynth] Music volume setting has no effect 
- When FluidSynth was playing music on its own (not via Doomsday's SFX backend), the music volume level was not being s...
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  14:41 Feature #2383 (New): Stereo rendering convergence setting 
- ("From the forums.":https://talk.dengine.net/discussion/2772/stereoscopic-mode-is-not-quite-adjustable)
 There's no...
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  12:52 Bug #2382 (New): Recognizing IWAD/PWAD files with more accuracy (using CRC-32) 
- Doomsday's data file recognition code depends on a few quick-to-determine pieces of information, such as file size an...
2019-12-26
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  20:25 Feature #2381 (Resolved): Support for 8-bit and run-length encoded TGA images 
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  08:08 Feature #2381: Support for 8-bit and run-length encoded TGA images 
- libgui has a newer TGA loader that supports RLE in addition to plain RGB/RGBA. However, it is not used for particle t...
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  07:31 Feature #2381 (In Progress): Support for 8-bit and run-length encoded TGA images 
- This would be useful to improve support for old resource packs.
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  09:25 Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s 
2019-12-25
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  17:12 Feature #2381 (Closed): Support for 8-bit and run-length encoded TGA images 
- Currently doomsday can not load and use TGA textures that contain 8bit alpha channel only data.
 Examples: jDRP Parti...
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  14:13 Bug #2380: [Linux] Errors when loading resources from PK3s 
- Fixing ded in jHRP (replaced RespawnFOG/TeleFog.dmd woth TeleFOG/TeleFog.dmd) indeed fixed the problem.
 Will it be h...
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  13:53 Bug #2380: [Linux] Errors when loading resources from PK3s 
- I don't think any of those are due file path case sensitivity.
 * jHRP particle00 targa is indexed and thus unsuppo...
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  13:44 Bug #2380: [Linux] Errors when loading resources from PK3s 
- Attaching screenshots of jHRP warnings and Doom addons warnings (jDRP, Hi-Res texture project, Hi-res UI).
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  12:17 Bug #2380: [Linux] Errors when loading resources from PK3s 
- Paths in PK3 files are handled case insensitively. Do you have more examples of where errors of this sort might be ha...
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  13:45 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- I think we should try a build with a newer version Fedora, so it has a more up-to-date compiler. Probably the Fedora ...
2019-12-24
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  20:32 Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s 
- Linux version of Doomsday (2.3 #3278) fails to load many Heretic models and textures from jHRP because for example fo...
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  19:50 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Tested RPM 3278, same thing happens, and with Heretic too. Seems to affect every game.
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  09:12 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- In flatpak version problem does not occur. However I can't figure out how to start the application properly, which pe...
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  08:38 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Does the Flatpak unstable build work for you?
 I'm using Fedora 23 to build the RPM packages, and it has a rather o...
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  08:29 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Trying to warp to map26 crashes doomsday. Stable 2.2 works fine.
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  08:22 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- I'm using RPM doomsday-2.3.0_build3276-1.x86_64
 The problem occurs without addons too.
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  08:19 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Still cannot reproduce the issue.
 Did you use one of the prebuilt binaries (Flatpak, dengine.net DEB/RPM, or PPA)?...
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  19:28 Feature #2379 (Closed): HUD Weapon FOV 4:3 adaptation 
- HUD Weapon FOV 4:3 adaptation
 If HUD model is designed for 16:9 resolution, it will display with incorrect fov, wh...
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  09:19 Bug #2378 (Closed): Hitscan spread changes depending on the on view angle 
- The spread that gets applied to hitscans from the player's weapon seems to depend on the angle the player is looking ...
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  06:35 Feature #2377 (New): [Hexen] Option for monster respawn rate 
- Hexen uses a specific ACS script to continually spawn monsters.
 Modify the cvar “game-deathkings-respawn-chance” t...
2019-12-23
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  20:41 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Forgot to mention that I did it with 2 addons enabled: XARP 0.13 and Neural Texture pack (the latter being the first ...
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  13:21 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Hmm, I just played Hexen and Deathkings with the latest unstable and everything was looking ok.
 Could you attach y...
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  11:02 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- skyjake wrote:
 > Could be a problem with the new render hack detection. Is this the first map?
 Yes, Winnowing Hal...
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  08:25 Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora 
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  07:56 Bug #2376: Map geometry is garbled using GCC 5 on Fedora 
- Could be a problem with the new render hack detection. Is this the first map?
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  07:52 Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora 
- In the latest unstable build 3276 (linux) Hexen can not be played due something weird going on with level geometry (s...
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  19:19 Bug #2234 (Closed): Fov 160 + near clip plane issues with MD2 and FBX HUD Models 
- All right, closing this issue since the view FOV is now independent and also weapon models have a smaller near plane ...
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  19:13 Feature #2244 (Closed): Create an official portable Linux distribution 
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  14:48 Feature #1584 (Resolved): [Deathkings] Option for monster respawn rate 
- Implemented as a cvar for 2.3: @game-deathkings-respawn-chance@, defaults to 100 (%).
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  08:53 Feature #1584: [Deathkings] Option for monster respawn rate 
- The respawning is being done via ACS (script 255): https://www.doomworld.com/forum/topic/92230-so-who-has-a-patch-tha...
2019-12-22
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  19:57 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 ...
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  12:05 Feature #2375 (Closed): Doomsday Script enhancements for 2.3 
- The following Doomsday Script bindings, classes, and functions have been added:
 * App.getInteger()
 * App.setInteger...
2019-12-21
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  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...
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  08:47 Bug #2373: Avoid near-clipping player weapon models 
- The new near plane distance for weapons is 0.5 units (was 5 units).
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  08:44 Bug #2373 (In Progress): Avoid near-clipping player weapon models 
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  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
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  13:13 Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions 
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  13:12 Bug #2370: [2.3 Unstable] Render Hack Regressions 
- Cool, thanks for testing.
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  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
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  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
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  22:45 Bug #2372 (Resolved): [macOS] Monospaced font text lines are clipped at line ends 
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  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...
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  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...
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  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 ...
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  21:41 Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30) 
- The patched sprites should now be working.
2019-12-17
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  11:18 Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home 
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  11:18 Bug #2362 (Closed): [UI] Game profile name cannot be changed 
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  11:18 Bug #2365 (Closed): Halos from Light decorations not visible 
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  11:18 Bug #2366 (Closed): "texreset" breaks halo textures 
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  11:18 Bug #2327 (Closed): [Heretic] Linetype 98 is nonfunctional 
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  11:18 Bug #2343 (Closed): Player weapon opacity doesn't affect psprite 3D models 
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  11:18 Bug #2353 (Closed): Bugs in Doomsday Script parsing and execution 
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  11:18 Bug #2356 (Closed): Compatibility issues with Sigil v1.21 
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  11:18 Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon 
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  11:18 Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26) 
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  11:18 Bug #1983 (Closed): [Doom] "Finished" graphic placed too low 
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  11:18 Bug #2300 (Closed): [Doom] Secret exit switch in E3M6 placed too low 
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  11:18 Bug #2303 (Closed): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump) 
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  11:18 Bug #2319 (Closed): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio 
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  11:17 Bug #1875 (Closed): [XG] Colored sector lighting does not affect the transition frame 
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  11:17 Bug #2255 (Closed): Line teleport (XG class) - "No Flash" parameter inverted 
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  11:17 Bug #814 (Closed): [XG] Cooperative and Deathmatch flags only check for MP 
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  11:17 Bug #1822 (Closed): [XG] Line class "teleport" can't find teleport destination mobj 
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  11:17 Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS 
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  11:17 Feature #2267 (Closed): Detect future Freedoom IWADs 
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  11:17 Feature #2316 (Closed): Scriptable custom state action functions 
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  11:17 Feature #2349 (Closed): [Heretic] Various improvements and modding features 
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  11:17 Feature #2352 (Closed): [Heretic] Scripted touch action for special things 
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  11:17 Feature #2358 (Closed): Fixed FOV for rendering weapon models 
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  11:17 Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically 
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  11:17 Feature #1505 (Closed): [Heretic] Boss drop off physics (never instantly drop down) 
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  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
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  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 ...
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  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.
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  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...
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