Activity
From 2019-12-18 to 2019-12-31
2019-12-31
- 20:38 Revision aaebbc57 (github): Cleanup: Debug messages
- 11:12 Bug #2384: [FluidSynth] Music volume setting has no effect
- One more detail to note: because FluidSynth uses a buffer to store generated samples, changes in the gain setting bec...
- 11:09 Bug #2385: [Heretic] Deactivating a one-time teleport
- Nothing should occur, same with monsters
- 09:44 Bug #2385: [Heretic] Deactivating a one-time teleport
- What is the correct behavior for a teleport line when crossed from the back? Should it cause a teleportation, or shou...
- 08:54 Bug #2385 (New): [Heretic] Deactivating a one-time teleport
- The one-time teleport linedef is deactivated if it is crossed from the back. Monsters can also deactivate this linedef
- 11:04 Feature #2391 (New): [SDL_mixer] Decode Ogg Vorbis manually and use custom loop points for playback
- * Use "stb_vorbis":https://github.com/nothings/stb/blob/master/stb_vorbis.c to decode an Ogg Vorbis music file.
* Pa... - 11:02 Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
- Yes, that's exactly it. Сan increase the height of the ceiling, but this can lead to missing textures.
- 09:42 Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
- To clarify: the bug is that the sector floor movement is incorrectly stuck if there is a monster whose head goes thro...
- 09:23 Feature #2387 (New): [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
- It is impossible to lower a sector if there is a monster on it, the height of the height is greater than the height o...
- 11:00 Feature #2390 (New): [FMOD] Ogg Vorbis custom loop point tags
- The FMOD music backend should:
* Parse the OGG file to find out if there are @LOOP_START@ and @LOOP_END@ specified i... - 10:47 Feature #2304: OGG/FLAC custom loop tags
- Did some research. It appears the loop tags should be easy to parse from the .ogg file (UTF-8 strings in the comments...
- 10:45 Bug #2388: [Heretic] Stuck monsters can close the "open stay" door
- Yes, it should not act "DR open wait close" on an open door. But, if the door is closed with the "close stay" action,...
- 09:53 Bug #2388: [Heretic] Stuck monsters can close the "open stay" door
- What is your proposed fix for this? Should the first "D1 open stay" override any consequent "DR open wait close" even...
- 09:48 Bug #2388 (New): [Heretic] Stuck monsters can close the "open stay" door
- There is a door. From my side, it opens with the action "D1 open stay", on the reverse side it opens with the action ...
- 10:04 Feature #2389 (Closed): [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
- It is impossible to open a door if there is an linedef for some other action in front of the door
- 08:55 Bug #2386 (New): [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
- Not sure how often this hack is used, but it seems to be related to using unclosed sectors. In Map09 of Alien Vendett...
- 08:50 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Did a decent amount of testing and the issues initially reported all appear to be resolved. Even issues I was going t...
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...
- 21:58 Revision ec99f867 (github): Map Importer: AV MAP23 deep water containing an Archvile
- If a sector has a self-referencing loop of lines, regardless of what else the sector has, it will be considered eligi...
- 20:38 Revision b1eabb7d (github): Fixed|Renderer: AV MAP15 midbar lava trap
- Render hack with masked middle textures. Bars that rise from lava to trap the player in Alien Vendetta MAP11.
IssueI... - 20:18 Revision e518130f (github): Fixed|Map Importer: Detecting self-referencing sectors
- IssueID #2370
- 20:04 Revision 4d30ae95 (github): Fixed|Hexen: Some color translation tables not loaded
- A string formatting error caused the lump names of the translation tables to be incorrectly formatted. Half of Cleric...
- 16:15 Revision 557101f8 (github): Fixed|Hexen: Some color translation tables not loaded
- A string formatting error caused the lump names of the translation tables to be incorrectly formatted. Half of Cleric...
- 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...
- 14:49 Revision 22e7ef91 (github): Fixed|UI: Tab characters in package notes
- IssueID #2372
- 14:49 Revision d77feefd (github): Fixed|UI: Tab characters in package notes
- IssueID #2372
- 13:50 Revision 8958a949 (github): Linux|Builder: System dirs in the RPM package
- Exclude system directories from the RPM package. This avoids conflicts with system packages.
https://talk.dengine.ne...
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...
- 23:37 Revision a016851a (github): Map Importer: Improved deep water detection
- Improved self-referencing sector processing by allowing multiple partially self-referencing sectors to link together....
- 23:34 Revision 04326f8e (github): libcore|Vector: Vector typedefs
- In the future, Vector templates have shorter names. These typedefs will make it easier to merge code.
- 12:10 Revision 4685ccad (github): Fixed|Windows: Missing export
- 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...
- 22:23 Revision e8515281 (github): Renderer: Adjust fixed weapon FOV for 4:3 view aspect
- IssueID #2379
- 15:07 Revision e11ae9fe (github): Windows|libcore: Missing export
- 14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
- 14:53 Revision 0f2ccb84 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 14:52 Revision 282042a4 (github): Fixed|Doom: Bullet trajectories when looking up and down
- Apply a true 3D rotation to bullet trajectories when calculating random variations of individual bullets. This fixes ...
- 14:48 Revision 644bd556 (github): libcore: Added convenience header for Slope
- 07:40 Revision d13fd6f1 (github): Debian: Added python3 to Build-Depends
2019-12-27
- 21:59 Revision ee74c279 (github): CI|Windows: Use Python 3 for the CI build
- 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.
- 21:20 Revision bb5f9089 (github): FluidSynth: Changed how music volume is applied
- IssueID #2384
- 21:15 Revision de40a58b (github): libcore|Math: Added a Slope utility
- Converts between vectors and slopes.
- 21:13 Revision f769ca6b (github): FluidSynth: Changed how music volume is applied
- IssueID #2384
- 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... - 13:31 Revision 8c8174c7 (github): CMake: Try to find Python 3 on the system path
- 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
- 21:31 Revision 62059552 (github): Resources|libdoomsday: Detecting DOOM2.WAD v1.7 and v1.7a
- The versions 1.7 and 1.7a are similar enough to not require separate entries.
The detected package is numbered 1.7 i... - 21:20 Revision 73f5319c (github): Resources|libdoomsday: Detect DOOM2.WAD v1.7a
- The detected package is numbered 1.7.1 since only numbers are allowed.
IssueID #2328 - 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.
- 20:24 Revision bf1c6736 (github): CMake: Require Python 3 for build scripts
- Python 2 will be EOL soon.
- 20:24 Revision 5f3810c0 (github): Resources: Use libgui's TGA loader
- libdoomsday had the old TGA loader that works with FS1. That is now replaced with a call to
de::Image::fromData() tha... - 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 ...
- 07:49 Revision cab92294 (github): macOS|libdoomsday|UI: Monospace font clipped at the end
- Carriage return characters were confusing the Qt font renderer.
IssueID #2372 - 07:49 Revision 2e2b27d2 (github): Renderer: Avoid near-clipping player weapon models
- IssueID #2373
- 07:47 Revision 5117aead (github): Updated dd_version.h.in with current URLs
- 07:47 Revision 5e2a9a60 (github): Bumped version number to 2.2.1
- 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
- 14:49 Revision c7388849 (github): Hexen|Deathkings: Cvar for controlling monster respawn rate
- Added cvar "game-deathkings-respawn-chance".
IssueID #1584 - 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
- 22:21 Revision 33d6ea66 (github): Scripting|libdoomsday: Added the "commonlib" module
- libdoomsday has a script module called "commonlib" for common game-related functions.
commonlib defines the followin... - 22:19 Revision 02f9f162 (github): Scripting|World: Added more Thing methods
- The following methods were added to World.Thing:
- addMom()
- height()
- mom()
- type() - 22:18 Revision b6deefa1 (github): Scripting|libcore: Added more Math functions
- The Math module now has sin(), cos(), and tan(). Also randNum(low, high) was added.
- 17:03 Revision cc596b8c (github): Scripting|libcommon: Added function for spawning things
- The new bindings are:
- World.spawnThing()
- World.Thing.pos() - 17:01 Revision b543937b (github): libcore|Record: Utility for removing members
- 12:18 Revision 977df190 (github): Scripting|Doom|Heretic|Hexen: Added Thing "On death" script
- IssueID #2374
- 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 ...
- 08:44 Revision 99f99256 (github): Renderer: Avoid near-clipping player weapon models
- IssueID #2373
- 08:00 Revision 0acb2c16 (github): Freedesktop: Added version 2.2 to the app metainfo
- 07:59 Revision 179f69a5 (github): Merge branch 'master' of ssh://skyjake.fi/doomsday/engine
2019-12-20
- 21:34 Revision ab2a13f8 (github): Create FUNDING.yml
- 21:27 Revision 96d5048f (github): Freedesktop: Added version 2.2 to the app metainfo
- 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.
- 21:06 Revision 4bce960d (github): Map Importer: Improved detection of flat bleeding
- MapImporter now chooses visplane links separately for the floor and the ceiling of a sector.
Cleaned up the MPE API ...
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...
- 22:44 Revision 4a651395 (github): macOS|libdoomsday|UI: Monospace font clipped at the end
- Carriage return characters were confusing the Qt font renderer.
IssueID #2372 - 22:42 Revision b173c536 (github): macOS: Cleanup
- Removed the native font mapping for Core Text, since that has been removed.
- 22:06 Revision 0bfe4b4c (github): Resources|libdoomsday: Parsing author from readme file
- Use the first match for the Author pattern.
- 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 ...
- 21:44 Revision 3fb21178 (github): DeHackEd: Apply sprite name patches
- Sprite names are changed in the Sprite and State definitions.
IssueID #1666 - 21:42 Revision a70f3b88 (github): UI|Client: Package info mentions DEH patch in WAD
- 21:41 Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30)
- The patched sprites should now be working.
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