Activity
From 2019-12-23 to 2020-01-05
2020-01-05
- 22:34 Revision 1d92846d (github): libgui|Font: Workaround for vertical metrics
- The fonts' vertical spacing seems excessive, scaling it seems sufficient for now. This could be a parameter in fonts....
- 21:51 Bug #2364 (Resolved): Single color transparancy background edges
- 21:30 Bug #2364 (In Progress): Single color transparancy background edges
- I noticed that the outlines disappear if you set "rend-tex-filter-sprite" to zero.
This means it's the alpha blend... - 09:10 Bug #2364: Single color transparancy background edges
- Thanks. Yeah I can see the outlines, will have to investigate exactly what is causing them.
- 21:51 Revision 11bdcc38 (github): Fixed|GL|Textures: Outline visible on external images
- External images did not undergo bilinear filtering outline reduction. Now the RGB values of transparent pixels is set...
- 18:10 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Made some tweaks again, the Plutonia 2 map11 issues should be resolved.
- 18:09 Revision 341ddc22 (github): Map Importer: Adjusted self-referencing loop detection
- IssueID #2370
- 17:19 Bug #2386: [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
- Haven't investigated this yet, but it could also be an issue in Doomsday's BSP builder. Another possibility is that s...
- 17:12 Bug #2384: [FluidSynth] Music volume setting has no effect
- Latency issue addressed by commit:a2525878.
- 13:09 Revision aa14c21c (github): Fixed|FluidSynth|Audio: Excessive lag on music volume setting
- Apply changes to music volume immediately if possible.
IssueID #2384 - 13:09 Revision 92d8a28d (github): Cleanup: Naming of vector types
- 13:08 Revision a2525878 (github): Fixed|FluidSynth|Audio: Excessive lag on music volume setting
- Apply changes to music volume immediately if possible.
IssueID #2384 - 12:52 Feature #2394: Episodes defined in game profile
- In practice, having Episode definitions in the game profile means that those will have to be dumped to a temporary DE...
- 09:00 Feature #2394 (New): Episodes defined in game profile
- @Drako:
> There should be an easy way to organize PWAD files as episodes in profiles. The PWAD files in such profile... - 12:48 Feature #2393: Map selection UI for Master Levels for Doom II (Episode with additional packages)
- Drako wrote:
> It seems to me that it is worth to implement something slightly more general.
Added #2394 and #2395 ... - 09:07 Feature #2395 (New): Exporting and importing game profiles (files and dengine.net)
- Custom game profiles should be exportable/importable. The exported profile could simply be a .dei file with just one ...
- 08:29 Revision a9a67020 (github): libgui|DialogWidget: Minimum width for buttons
- The "OK" button has been a bit too narrow, especially usually being the default button.
- 08:28 Revision 132a79f2 (github): Fixed|UI: List of maps not shown in package info
- 08:28 Revision 0866503f (github): Cleanup: Post merge
- 07:26 Revision 0c040b58 (github): Cleanup: Post merge
2020-01-04
- 22:02 Revision bb999dec (github): Cleanup
- 21:53 Revision b54c09dd (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into work/omega
- # Conflicts:
# appveyor.yml
# doomsday/apps/api/api_mapedit.h
# doomsday/apps/client/include/render... - 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 ...
- 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...
- 12:21 Revision 651ea202 (github): Renderer: Added stubs for world renderer classes
- 12:19 Revision 91533907 (github): CMake: Avoid failure when buildpackage.py produces no output
- 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 ...
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 ...
- 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...
- 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... - 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...
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 ...
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... - 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... - 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 ... - 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/...
- 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").
- 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.
- 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...
- 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...
- 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?
- 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...
- 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, ... - 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... - 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...
- 20:11 Revision 022839e0 (github): Map Importer: Attempt to detect 3D bridges
- Self-referencing line loops must be simple loops, and not connect to multiple self-referencing lines at any vertex.
... - 17:12 Revision d763a0bd (github): Fixed|Map Importer: Detecting self-referencing sectors
- Put more weight on self-referencing line loops when it comes to detecting render hacks.
For example: AV map23 (x=800... - 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... - 16:14 Revision b1f3f069 (github): CMake|CPack: Assimp as a package dependency
- If Assimp is not built into libgui as a static library, add it as a dependency in the DEB/RPM packages built by CPack...
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...
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