Activity
From 2019-12-17 to 2019-12-30
2019-12-30
- 22:00 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Further self-referencing line detection improvements to account for the case of AV MAP23.
Please test again and se... - 20:20 Bug #2370: [2.3 Unstable] Render Hack Regressions
- sonicdoommario wrote:
> Had a chance to test, the deep water in that map is resolved, however, another issue seemed ... - 05:53 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Had a chance to test, the deep water in that map is resolved, however, another issue seemed to pop up. At the beginni...
- 16:13 Bug #2154 (Resolved): [HeXen] Mage character color is always blue
- 15:55 Bug #2154 (In Progress): [HeXen] Mage character color is always blue
- The Mage color is always blue also in the Player Setup screen, which indicates there is some problem with the color t...
- 15:29 Bug #2376: Map geometry is garbled using GCC 5 on Fedora
- Potentially an optimization related bug with GCC 5. A possible workaround would be to selectively disable some GCC op...
2019-12-29
- 23:39 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Commit commit:a016851ad9994f makes self-referencing sector detection more sophisticated so the deep water in AV map11...
- 04:06 Bug #2373 (Resolved): Avoid near-clipping player weapon models
2019-12-28
- 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...
- 14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
2019-12-27
- 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...
- 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.
- 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?
- 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...
- 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.
- 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...
- 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...
- 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... - 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
- 20:25 Feature #2381 (Resolved): Support for 8-bit and run-length encoded TGA images
- 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...
- 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.
- 09:25 Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s
2019-12-25
- 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... - 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... - 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... - 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).
- 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...
- 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
- 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...
- 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.
- 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...
- 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... - 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.
- 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. - 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)?... - 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... - 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 ...
- 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
- 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 ...
- 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... - 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... - 08:25 Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora
- 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?
- 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...
- 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 ...
- 19:13 Feature #2244 (Closed): Create an official portable Linux distribution
- 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 (%).
- 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
- 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 ... - 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
- 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...
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