Activity
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, ...
- 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... - 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.
- 05:02 Bug #2396 (In Progress): TGA images have red and blue channels swapped (3D model skin)
- 12:39 Feature #1553 (Rejected): Align crosshair with actual line of fire
- 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.
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).
- 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
- 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
- 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.
- 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...
- 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.
- 16:53 Bug #2396 (Closed): TGA images have red and blue channels swapped (3D model skin)
- In doomsday version 2.3.0 (3287)
- 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...
- 16:46 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Noticed a new regression in Hexen map01, where the portal is leaking out... ☑️
2020-01-05
- 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.
- 18:10 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Made some tweaks again, the Plutonia 2 map11 issues should be resolved.
- 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.
- 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 ...
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 ...
- 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...
- 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...
- 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...
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...
- 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...
- 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 ...
Also available in: Atom