Activity
From 2020-01-02 to 2020-01-15
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 ... 
Also available in: Atom