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From 2019-12-22 to 2020-01-04

2020-01-04

17:34 Feature #2393: Map selection UI for Master Levels for Doom II (Episode with additional packages)
It seems to me that it is worth to implement something slightly more general. Namely, there should be an easy way to ... Drako
16:01 Bug #2364: Single color transparancy background edges
Here's the Neural Upscale pack I use; it's the one you can download from doomworld but someone graciously modified it... 3DMaster
11:15 Bug #2107: [Heretic] [Hexen] Line attacks produce no sound on impact
I believe I meant that HeXen's line attack weapons aren't making their impact sounds when they hit a wall/floor (i.e ... vermil

2020-01-03

10:43 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
I tried adding "compat_useblocking" to gzdoom-name.ini, it is deleted. Does not respond to "compatmode = 1". Perhaps ... svl1
07:21 Bug #2107: [Heretic] [Hexen] Line attacks produce no sound on impact
I attempted to triage this quickly but failed to understand the problem. Could you elaborate a little on which a) whi... skyjake
06:44 Feature #2393 (New): Map selection UI for Master Levels for Doom II (Episode with additional packages)
There should be a convenient way to play the Master Levels.
Possible approaches:
* Master Levels could use custom...
skyjake
01:33 Bug #2370: [2.3 Unstable] Render Hack Regressions
The 800/1500 area in Map23 of Alien Vendetta now renders properly, didn't see anything else broken as I was running t... sonicdoommario

2020-01-02

19:36 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
Perhaps a relevant compatibility setting in ZDoom:
> "compat_useblocking" (CVAR and MAPINFO) -- All special lines ...
skyjake

2020-01-01

21:51 Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
Is there an already-established flag (e.g., MAPINFO) for enabling non-vanilla behavior for this?
If not, a Doomsda...
skyjake
21:27 Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
I would suggest making this a console cvar that defaults to off, rather than making it the standard.
This is widel...
vermil
21:43 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
skyjake wrote:
> Would you expect both the door and the other linedef(s) to be triggered together?
No, first one ...
svl1
21:33 Feature #2389 (Closed): [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
And it turns out, ML_PASSUSE is "already implemented":https://tracker.dengine.net/projects/deng/repository/revisions/... skyjake
21:25 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
This would be the PASSUSE flag 0x0200 (UDMF "passuse"). skyjake
21:15 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
Boom added an optional 'pass through' linedef flag to allow mappers to 'fix' this issue. vermil
21:12 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
In light of vermil's comment, converting to a feature request. Perhaps there is a different way to accomplish the sam... skyjake
21:09 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
I really wouldn't fix this. I can't think of a reason to alter the widely ingrained vanilla behaviour, that walk over... vermil
21:05 Feature #2389: [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
Would you expect both the door and the other linedef(s) to be triggered together? skyjake
20:32 Bug #2370: [2.3 Unstable] Render Hack Regressions
I added a test that can detect these 3D bridge constructs with some success. Now the AV map05 sector 33 floor is no l... skyjake
17:21 Bug #2370: [2.3 Unstable] Render Hack Regressions
sonicdoommario wrote:
> Found an oddity playing Map05 of Plutonia2. This is in the starting area In the background, ...
skyjake
17:14 Bug #2370: [2.3 Unstable] Render Hack Regressions
sonicdoommario wrote:
> Finally, another issue appeared, although it doesn't seem to be caused by a render hack. Thi...
skyjake
05:27 Bug #2370: [2.3 Unstable] Render Hack Regressions
Found an oddity playing Map05 of Plutonia2. This is in the starting area In the background, you can see the Imp float... sonicdoommario
17:04 Feature #2392 (New): Sky-lit sectors should not be dimmer than non-sky-lit sectors with equivalent light level
The sky is supposed to be a bright light source, so it should not subtract light from a sector, only add to it.
Co...
skyjake

2019-12-31

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... skyjake
11:09 Bug #2385: [Heretic] Deactivating a one-time teleport
Nothing should occur, same with monsters svl1
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... skyjake
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 svl1
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...
skyjake
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. svl1
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... skyjake
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... svl1
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...
skyjake
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... skyjake
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,... svl1
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... skyjake
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 ... svl1
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 svl1
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... sonicdoommario
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... sonicdoommario

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...
skyjake
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 ...
skyjake
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... sonicdoommario
16:13 Bug #2154 (Resolved): [HeXen] Mage character color is always blue
skyjake
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... skyjake
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... skyjake

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... skyjake
04:06 Bug #2373 (Resolved): Avoid near-clipping player weapon models
skyjake

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... skyjake
14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
skyjake

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... skyjake
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. skyjake
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? thesourcehim
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... skyjake
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. thesourcehim
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... skyjake
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... skyjake
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...
skyjake
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... skyjake

2019-12-26

20:25 Feature #2381 (Resolved): Support for 8-bit and run-length encoded TGA images
skyjake
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... skyjake
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. skyjake
09:25 Bug #2380 (Rejected): [Linux] Errors when loading resources from PK3s
skyjake

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...
thesourcehim
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...
thesourcehim
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...
skyjake
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). thesourcehim
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... skyjake
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 ... skyjake

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... thesourcehim
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. thesourcehim
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... thesourcehim
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...
skyjake
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. thesourcehim
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.
thesourcehim
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)?...
skyjake
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...
theleo_ua
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 ... RemiliaScarlet
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...
skyjake

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 ... thesourcehim
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...
skyjake
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...
thesourcehim
08:25 Bug #2376 (In Progress): Map geometry is garbled using GCC 5 on Fedora
skyjake
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? skyjake
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... thesourcehim
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 ... skyjake
19:13 Feature #2244 (Closed): Create an official portable Linux distribution
skyjake
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 (%). skyjake
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... skyjake

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 ...
theleo_ua
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...
skyjake
 

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