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From 2019-12-28 to 2020-01-10

2020-01-10

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. skyjake
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... sonicdoommario
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 ... sonicdoommario

2020-01-08

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 ... skyjake
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... skyjake
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... skyjake
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... sonicdoommario

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
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

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

2020-01-05

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
18:10 Bug #2370: [2.3 Unstable] Render Hack Regressions
Made some tweaks again, the Plutonia 2 map11 issues should be resolved. 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
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

2020-01-04

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

2020-01-03

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

2020-01-02

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

2020-01-01

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

2019-12-31

11:12 Bug #2384: [FluidSynth] Music volume setting has no effect
One more detail to note: because FluidSynth uses a buffer to store generated samples, changes in the gain setting bec... skyjake
11:09 Bug #2385: [Heretic] Deactivating a one-time teleport
Nothing should occur, same with monsters svl1
09:44 Bug #2385: [Heretic] Deactivating a one-time teleport
What is the correct behavior for a teleport line when crossed from the back? Should it cause a teleportation, or shou... skyjake
08:54 Bug #2385 (New): [Heretic] Deactivating a one-time teleport
The one-time teleport linedef is deactivated if it is crossed from the back. Monsters can also deactivate this linedef svl1
11:04 Feature #2391 (New): [SDL_mixer] Decode Ogg Vorbis manually and use custom loop points for playback
* Use "stb_vorbis":https://github.com/nothings/stb/blob/master/stb_vorbis.c to decode an Ogg Vorbis music file.
* Pa...
skyjake
11:02 Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
Yes, that's exactly it. Сan increase the height of the ceiling, but this can lead to missing textures. svl1
09:42 Feature #2387: [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
To clarify: the bug is that the sector floor movement is incorrectly stuck if there is a monster whose head goes thro... skyjake
09:23 Feature #2387 (New): [Heretic] Sector floor cannot be lowered if a tall monster is stuck in the ceiling of the sector (compatibility option)
It is impossible to lower a sector if there is a monster on it, the height of the height is greater than the height o... svl1
11:00 Feature #2390 (New): [FMOD] Ogg Vorbis custom loop point tags
The FMOD music backend should:
* Parse the OGG file to find out if there are @LOOP_START@ and @LOOP_END@ specified i...
skyjake
10:47 Feature #2304: OGG/FLAC custom loop tags
Did some research. It appears the loop tags should be easy to parse from the .ogg file (UTF-8 strings in the comments... skyjake
10:45 Bug #2388: [Heretic] Stuck monsters can close the "open stay" door
Yes, it should not act "DR open wait close" on an open door. But, if the door is closed with the "close stay" action,... svl1
09:53 Bug #2388: [Heretic] Stuck monsters can close the "open stay" door
What is your proposed fix for this? Should the first "D1 open stay" override any consequent "DR open wait close" even... skyjake
09:48 Bug #2388 (New): [Heretic] Stuck monsters can close the "open stay" door
There is a door. From my side, it opens with the action "D1 open stay", on the reverse side it opens with the action ... svl1
10:04 Feature #2389 (Closed): [Heretic] Door with a trigger linedef in front of it (use Boom "passuse" linedef flag)
It is impossible to open a door if there is an linedef for some other action in front of the door svl1
08:55 Bug #2386 (New): [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
Not sure how often this hack is used, but it seems to be related to using unclosed sectors. In Map09 of Alien Vendett... sonicdoommario
08:50 Bug #2370: [2.3 Unstable] Render Hack Regressions
Did a decent amount of testing and the issues initially reported all appear to be resolved. Even issues I was going t... sonicdoommario

2019-12-30

22:00 Bug #2370: [2.3 Unstable] Render Hack Regressions
Further self-referencing line detection improvements to account for the case of AV MAP23.
Please test again and se...
skyjake
20:20 Bug #2370: [2.3 Unstable] Render Hack Regressions
sonicdoommario wrote:
> Had a chance to test, the deep water in that map is resolved, however, another issue seemed ...
skyjake
05:53 Bug #2370: [2.3 Unstable] Render Hack Regressions
Had a chance to test, the deep water in that map is resolved, however, another issue seemed to pop up. At the beginni... sonicdoommario
16:13 Bug #2154 (Resolved): [HeXen] Mage character color is always blue
skyjake
15:55 Bug #2154 (In Progress): [HeXen] Mage character color is always blue
The Mage color is always blue also in the Player Setup screen, which indicates there is some problem with the color t... skyjake
15:29 Bug #2376: Map geometry is garbled using GCC 5 on Fedora
Potentially an optimization related bug with GCC 5. A possible workaround would be to selectively disable some GCC op... skyjake

2019-12-29

23:39 Bug #2370: [2.3 Unstable] Render Hack Regressions
Commit commit:a016851ad9994f makes self-referencing sector detection more sophisticated so the deep water in AV map11... skyjake
04:06 Bug #2373 (Resolved): Avoid near-clipping player weapon models
skyjake

2019-12-28

22:26 Feature #2379 (In Progress): HUD Weapon FOV 4:3 adaptation
I've made a possible solution for this issue. Please test with the next unstable build (3283 or later): keep the fixe... skyjake
14:54 Bug #2378 (Resolved): Hitscan spread changes depending on the on view angle
skyjake
 

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