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From 2019-12-25 to 2020-01-07

2020-01-07

15:57 Bug #2398 (New): Incorrect texture mapping
If the wall has a middle and upper texture, and the upper texture has transparency and the ceiling is a sky texture, ... svl1
14:31 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
wand-splash0.tga
wand-splash1.tga
wand-splash2.tga
gwand0.tga
gwandpuff1.tga
gwandpuff2.tga
gwandpuff3.tga
gwa...
svl1
12:33 Bug #2396 (Resolved): TGA images have red and blue channels swapped (3D model skin)
The reported Wight texture is now fixed. Let me know if you see other incorrectly loaded TGA images. skyjake
05:02 Bug #2396 (In Progress): TGA images have red and blue channels swapped (3D model skin)
skyjake
12:39 Feature #1553 (Rejected): Align crosshair with actual line of fire
skyjake
12:24 Revision 6526d31c (github): Fixed|libgui: Red/blue channel swapping in TGA loader
IssueID #2396 skyjake
07:46 Bug #2397 (Resolved): Setting "no monsters" in custom profile is not saved
The "noMonsters" variable became "nomonsters" when reading the profile from disk, and was no longer recognized. skyjake
07:44 Revision bceb72da (github): Fixed|libcore|Info: Retain original element names
When converting an Info block to a Record, the created variables use the unmodified letter case of the Info element n... skyjake
07:44 Revision 975a1137 (github): Fixed|libcore|Info: Retain original element names
When converting an Info block to a Record, the created variables use the unmodified letter case of the Info element n... skyjake

2020-01-06

22:27 Bug #2397 (In Progress): Setting "no monsters" in custom profile is not saved
I can reproduce this. Probably the variable is being written or restored incorrectly (or has been omitted). skyjake
19:55 Bug #2397 (Closed): Setting "no monsters" in custom profile is not saved
When you close doomsday and then open it, this setting is turned off svl1
18:43 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
I changed TGA files to PNG in the wand flash model. It has become normal. Is it time to abandon this vintage TGA svl1
18:04 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
Thanks. Could be the TGA image loader swapping or not swapping the R/B channels as needed. skyjake
17:17 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
The color of the cloak of the undead warrior has become blue, the body also has a bluish tint. The color of the elven... svl1
16:55 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
Please add some more details, I'm not sure what I'm looking at here. skyjake
16:53 Bug #2396 (Closed): TGA images have red and blue channels swapped (3D model skin)
In doomsday version 2.3.0 (3287) svl1
17:07 Bug #2370: [2.3 Unstable] Render Hack Regressions
I addressed the Hexen map01 issue by disabling self-referencing line detection in case the lines have middle textures... skyjake
16:46 Bug #2370: [2.3 Unstable] Render Hack Regressions
Noticed a new regression in Hexen map01, where the portal is leaking out... ☑️ skyjake
17:05 Revision 9eca1f44 (github): Map Importer: Detecting self-referencing lines
Check for the use of middle textures.
IssueID #2370
skyjake

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.... skyjake
21:51 Bug #2364 (Resolved): Single color transparancy background edges
skyjake
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...
skyjake
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. skyjake
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... skyjake
18:10 Bug #2370: [2.3 Unstable] Render Hack Regressions
Made some tweaks again, the Plutonia 2 map11 issues should be resolved. skyjake
18:09 Revision 341ddc22 (github): Map Importer: Adjusted self-referencing loop detection
IssueID #2370 skyjake
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... skyjake
17:12 Bug #2384: [FluidSynth] Music volume setting has no effect
Latency issue addressed by commit:a2525878. skyjake
13:09 Revision aa14c21c (github): Fixed|FluidSynth|Audio: Excessive lag on music volume setting
Apply changes to music volume immediately if possible.
IssueID #2384
skyjake
13:09 Revision 92d8a28d (github): Cleanup: Naming of vector types
skyjake
13:08 Revision a2525878 (github): Fixed|FluidSynth|Audio: Excessive lag on music volume setting
Apply changes to music volume immediately if possible.
IssueID #2384
skyjake
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... skyjake
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...
skyjake
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 ...
skyjake
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 ... skyjake
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. skyjake
08:28 Revision 132a79f2 (github): Fixed|UI: List of maps not shown in package info
skyjake
08:28 Revision 0866503f (github): Cleanup: Post merge
skyjake
07:26 Revision 0c040b58 (github): Cleanup: Post merge
skyjake

2020-01-04

22:02 Revision bb999dec (github): Cleanup
skyjake
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...
skyjake
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
12:21 Revision 651ea202 (github): Renderer: Added stubs for world renderer classes
skyjake
12:19 Revision 91533907 (github): CMake: Avoid failure when buildpackage.py produces no output
skyjake
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
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.
...
skyjake
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...
skyjake
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
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... skyjake

2019-12-31

20:38 Revision aaebbc57 (github): Cleanup: Debug messages
skyjake
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
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... skyjake
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...
skyjake
20:18 Revision e518130f (github): Fixed|Map Importer: Detecting self-referencing sectors
IssueID #2370 skyjake
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... skyjake
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... skyjake
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
14:49 Revision 22e7ef91 (github): Fixed|UI: Tab characters in package notes
IssueID #2372 skyjake
14:49 Revision d77feefd (github): Fixed|UI: Tab characters in package notes
IssueID #2372 skyjake
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...
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
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.... skyjake
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. skyjake
12:10 Revision 4685ccad (github): Fixed|Windows: Missing export
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
22:23 Revision e8515281 (github): Renderer: Adjust fixed weapon FOV for 4:3 view aspect
IssueID #2379 skyjake
15:07 Revision e11ae9fe (github): Windows|libcore: Missing export
skyjake
14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
skyjake
14:53 Revision 0f2ccb84 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
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 ... skyjake
14:48 Revision 644bd556 (github): libcore: Added convenience header for Slope
skyjake
07:40 Revision d13fd6f1 (github): Debian: Added python3 to Build-Depends
skyjake

2019-12-27

21:59 Revision ee74c279 (github): CI|Windows: Use Python 3 for the CI build
skyjake
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
21:20 Revision bb5f9089 (github): FluidSynth: Changed how music volume is applied
IssueID #2384 skyjake
21:15 Revision de40a58b (github): libcore|Math: Added a Slope utility
Converts between vectors and slopes. skyjake
21:13 Revision f769ca6b (github): FluidSynth: Changed how music volume is applied
IssueID #2384 skyjake
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
13:31 Revision 8c8174c7 (github): CMake: Try to find Python 3 on the system path
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

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...
skyjake
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
skyjake
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
20:24 Revision bf1c6736 (github): CMake: Require Python 3 for build scripts
Python 2 will be EOL soon. skyjake
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...
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
 

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