Activity
From 2019-12-28 to 2020-01-10
2020-01-10
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13:02 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Thanks! Edited the formatting a bit to remove the boxes, and added the remaining PL2 issues.
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08:04 Bug #2370: [2.3 Unstable] Render Hack Regressions
- I was able to edit the description and get all of the resolved issues added in. Only problem is that some of the issu...
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07:29 Bug #2386: [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
- Here's a hack from Map23 of AV. Is this based off the same hack listed here from Map09? This is at -200, 1600, along ...
2020-01-09
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21:21 Revision fd7adef5 (github): Continuing to break the world apart
- Moved the BSP builder to libdoomsday. Added more types to world::Factory. Split clientside code out of Sky.
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14:45 Revision 77392fb7 (github): Continuing to break the world apart
- Most of the world classes belong in libdoomsday, with some specialized functionality for the client. The server needs...
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14:44 Revision 86868f53 (github): Cleanup
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14:43 Revision 759bb667 (github): Cleanup
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14:42 Revision ee8d707f (github): Cleanup
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14:42 Revision 3349f3ff (github): Cleanup
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14:41 Revision 42b823ae (github): Cleanup
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14:41 Revision 65a87733 (github): Refactor|libcore: Renamed Map to KeyMap
- Avoid confusion with game maps.
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14:40 Revision 6e2997ab (github): Updated ClangFormat configuration
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09:23 Revision b77c52cd (github): Moving world classes to libdoomsday; splitting for client
- Work in progress.
2020-01-08
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19:08 Bug #2370: [2.3 Unstable] Render Hack Regressions
- @sonicdoommario: You should be able to edit the issue description. Could you add all the remaining cases to the main ...
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19:06 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Next build has a significantly improved missing texture detection for render hacks, so it works in all the cases of f...
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08:16 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Thanks again for testing. Looks like many of these black spots are actually floors that appear at the incorrect heigh...
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03:52 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Did some testing with the latest build. Mostly looking into Plutonia 2, but there were a couple of things remaining f...
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19:03 Revision b07555ea (github): Map Importer: Improved render hack detection
- If a sector has self-referencing lines, they do not interfere with missing texture detection in the regular lines.
I... -
18:54 Revision 8acc3bcc (github): Map Importer|World: Improved missing texture render hacks
- Plane linking due to missing textures is now checked dynamically with regard to plane heights at any given time.
The... -
18:43 Revision 0b504519 (github): libcore: Future-proofing
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18:43 Revision a3e36483 (github): Updaed ClangFormat configuration
2020-01-07
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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, ...
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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.
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05:02 Bug #2396 (In Progress): TGA images have red and blue channels swapped (3D model skin)
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12:39 Feature #1553 (Rejected): Align crosshair with actual line of fire
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12:24 Revision 6526d31c (github): Fixed|libgui: Red/blue channel swapping in TGA loader
- IssueID #2396
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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.
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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...
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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...
2020-01-06
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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).
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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
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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
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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.
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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...
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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.
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16:53 Bug #2396 (Closed): TGA images have red and blue channels swapped (3D model skin)
- In doomsday version 2.3.0 (3287)
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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...
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16:46 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Noticed a new regression in Hexen map01, where the portal is leaking out... ☑️
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17:05 Revision 9eca1f44 (github): Map Importer: Detecting self-referencing lines
- Check for the use of middle textures.
IssueID #2370
2020-01-05
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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....
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21:51 Bug #2364 (Resolved): Single color transparancy background edges
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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.
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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...
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18:10 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Made some tweaks again, the Plutonia 2 map11 issues should be resolved.
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18:09 Revision 341ddc22 (github): Map Importer: Adjusted self-referencing loop detection
- IssueID #2370
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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...
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17:12 Bug #2384: [FluidSynth] Music volume setting has no effect
- Latency issue addressed by commit:a2525878.
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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
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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...
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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 ...
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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.
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08:28 Revision 132a79f2 (github): Fixed|UI: List of maps not shown in package info
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08:28 Revision 0866503f (github): Cleanup: Post merge
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07:26 Revision 0c040b58 (github): Cleanup: Post merge
2020-01-04
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22:02 Revision bb999dec (github): Cleanup
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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 ...
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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...
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12:21 Revision 651ea202 (github): Renderer: Added stubs for world renderer classes
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12:19 Revision 91533907 (github): CMake: Avoid failure when buildpackage.py produces no output
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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
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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 ...
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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...
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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
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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
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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/...
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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").
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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.
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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...
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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...
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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?
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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...
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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...
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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
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20:38 Revision aaebbc57 (github): Cleanup: Debug messages
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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...
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11:09 Bug #2385: [Heretic] Deactivating a one-time teleport
- Nothing should occur, same with monsters
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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...
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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
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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.
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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...
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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...
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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...
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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,...
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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...
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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 ...
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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
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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...
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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
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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...
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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...
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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
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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...
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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...
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16:13 Bug #2154 (Resolved): [HeXen] Mage character color is always blue
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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...
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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...
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14:49 Revision 22e7ef91 (github): Fixed|UI: Tab characters in package notes
- IssueID #2372
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14:49 Revision d77feefd (github): Fixed|UI: Tab characters in package notes
- IssueID #2372
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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
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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...
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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....
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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.
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12:10 Revision 4685ccad (github): Fixed|Windows: Missing export
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04:06 Bug #2373 (Resolved): Avoid near-clipping player weapon models
2019-12-28
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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...
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22:23 Revision e8515281 (github): Renderer: Adjust fixed weapon FOV for 4:3 view aspect
- IssueID #2379
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15:07 Revision e11ae9fe (github): Windows|libcore: Missing export
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14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
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14:53 Revision 0f2ccb84 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
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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 ...
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14:48 Revision 644bd556 (github): libcore: Added convenience header for Slope
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07:40 Revision d13fd6f1 (github): Debian: Added python3 to Build-Depends
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