

dsda-dev
Members-
Content count
115 -
Joined
-
Last visited
About dsda-dev
-
Rank
Junior Member
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Can you make a minimal wad demonstrating the problem?
-
The default is already "if intended by the author". This setting is an override if you want to allow it all the time. I can update the text. Boom sprite stuff can be changed in the config file or via the in game console. I'll be giving the whole menu system a look for 0.28.
-
Updated to v0.27.4 (same link in first post) Added background fps limit menu option Added option to hide stat totals until they are reached Added option to hide stat labels (unectomy) Added missing quitmsg dehacked keys (t-117) Changed invalid sndinfo definition to a warning Fixed some note skipping in opl (rfomin) Fixed textured automap showing in strict mode Fixed mapinfo Passover melee range height check Fixed undefined buffer issue with screenshots and viddump Fixed an overflow causing distant sprites (~8k map units) to not be rendered Fixed fullscreen cwilv replacement render position on entering screens
-
There have been a few cases where the parser doesn't work with all the different syntax in some SNDINFO lumps. I'll have this fixed for the next patch. Thanks for the report. I've kept posting here because it's the historical home and speedrunners are the group that need to know about new releases, but you're right that it probably doesn't make sense anymore.
-
I've looked into this some more. It's due to how actors spawn in the vanilla engine (you see the same effect if you spawn an enemy close to a wall for instance). The "floor" isn't updated until the actor moves / crosses lines, so it uses the sector floor and ignores the 3d midtex. I would need to add an algorithm that searches for the true floor / ceiling heights when spawning, and this won't just affect 3d midtex but normal geometry as well. I won't make that kind of big change in a smaller patch, so I'll put this on the topic list for 0.28 and it can be considered a limitation of the current implementation.
-
Yes, eventually. It's not a case of just copying Woof's code unfortunately.
-
This one is fixed for the next patch fyi
-
I don't have any plans for a feature like that.
-
The domed sky mode used when freelook is on isn't perfect. I know one issue happens if there are sectors in view that have different skies (not sure that's the case here).
-
At some point I had to rewrite how tag searching works (probably when adding udmf's ability to have multiple tags per line / sector) and that feature wasn't migrated. I think it would be better to implement a proper demo-compatible feature for this using a comp flag, but haven't pursued that as I've been focusing on other things.
-
Updated to v0.27.3 (same link in first post) - Fixed opengl renderer not working for some people - Fixed duplicate wipe when reloading with use while dead If you still have issues with opengl let me know. Thanks to ReaperAA and VanBog for debugging the issue with me.
-
Yes, there shouldn't be an issue.
-
Making progress on the opengl investigation, hoping to have a fix in 0.27.3 for anyone affected.
-
Glad you found a workaround for now. If you launch the game directly instead of using the launcher, does it have the issue or can you go straight to full screen? Basically, is it related to the launcher or the port itself?
-
You can't click on the window or switch focus to it? What renderer? @PBeGood4 do you have any idea about that?