Activity
From 2020-01-01 to 2020-01-14
2020-01-13
- 07:10 Bug #2399 (New): [Render hack] TNT map21: Transparent doors
- Submitting this separately since I don't believe this was ever properly displayed in Doomsday.
Map21 of TNT has do...
2020-01-12
- 22:33 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Did some testing in Plutonia, in Map07, the cages in the central courtyard (in the map's starting area) no longer ren...
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.
- 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...
- 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 ...
2020-01-08
- 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 ...
- 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...
- 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...
- 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...
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...
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