Search found 164 matches

by VoidMage
Tue Jan 14, 2020 6:33 pm
Forum: Closed Bugs [GZDoom]
Topic: [dc3b36ebd] voices missing in Strife
Replies: 5
Views: 708

Re: [dc3b36ebd] voices missing in Strife

About 80% sure: the value of fluid_patchset (in gzdoom.ini) is the same as it was years ago - only thing that could be happening from that angle is that I've had that other font installed somewhere were gzdoom was picking it up as an override on its own. As for the voices wad, both element count and ...
by VoidMage
Tue Jan 14, 2020 5:01 pm
Forum: Closed Bugs [GZDoom]
Topic: [dc3b36ebd] voices missing in Strife
Replies: 5
Views: 708

Re: [dc3b36ebd] voices missing in Strife

I don't think fluidsynth 1 -> 2 should matter...or does it ? Both versions sound the same for me. The problem is, I have troubles with noticing subtle differences in music playback. So, if there is anything unusual, you should try that song with old FluidSynth. Now that just the thing: so do I ...
by VoidMage
Mon Jan 13, 2020 8:02 pm
Forum: Closed Bugs [GZDoom]
Topic: [dc3b36ebd] voices missing in Strife
Replies: 5
Views: 708

[dc3b36ebd] voices missing in Strife

I haven't kept my version up to date for quite awhile. Also, I've had a minor hardware apocalypse in the meantime. Yet... First, something that might be just something that changed on my side, though I'm not sure what exactly what it could be. MIDI played by fluidsynth sounds differently (perhaps ...
by VoidMage
Mon Jan 13, 2020 7:39 pm
Forum: Closed Bugs [GZDoom]
Topic: Inconsistent font rendering in menu
Replies: 12
Views: 1807

Re: Inconsistent font rendering in menu

...I rarely visit this forum these days.

As for my window manager, it's openbox.
DE doesn't really count, as it's actually a collection of bits and pieces (lxpanel, pcmanfm, etc.).

Also, still valid as of dc3b36ebd.
by VoidMage
Sun Apr 28, 2019 8:33 am
Forum: Closed Bugs [GZDoom]
Topic: Inconsistent font rendering in menu
Replies: 12
Views: 1807

Re: Inconsistent font rendering in menu

Let's put it this way:

Code: Select all

vid_aspect=0
vid_vsync=false
vid_defheight=600
vid_defwidth=800
vid_rendermode=4
win_h=819
win_w=1024
win_y=102
win_x=128
...and yes, it's Linux.

Also, for comparison (as of 6d1a85af3c5a5f6):
menu_sshot2.png
...so it seems distortions happen at a certain height...
by VoidMage
Sun Apr 21, 2019 5:38 am
Forum: Closed Bugs [GZDoom]
Topic: Inconsistent font rendering in menu
Replies: 12
Views: 1807

Re: Inconsistent font rendering in menu

I doubt resolution matters - it happens both widowed and fullscreen.
It seems to be set to 800x600 though.

I use either hqnx or xbrz - problem visible with both.
User interface scale set to 2.

If you were referring to something else, say so clearly.
by VoidMage
Thu Apr 18, 2019 6:00 am
Forum: Closed Bugs [GZDoom]
Topic: Inconsistent font rendering in menu
Replies: 12
Views: 1807

Inconsistent font rendering in menu

As of 35186e9fd722. This looks a bit like the problem here , but this time affecting the standard menu. menu_sshot.png As you may see, some of the glyphs on some of the lines are clipped. There might be a pattern to it, but it must be a quirky one - it doesn't depend on the glyphs, as they're ...
by VoidMage
Sun May 22, 2016 1:34 am
Forum: General
Topic: Why does the High Quality resizer get soo much hate?
Replies: 33
Views: 4685

Re: Why does the High Quality resizer get soo much hate?

Also, chances are - with the law as stupid as it is now (though in this particular case not all that wrong (except maybe for the length of protection)) - distributing such sprites would - at best - fall into the grey area. And the filtered ones don't already? Filtered aren't distributed, unless you ...
by VoidMage
Sat May 21, 2016 7:00 am
Forum: General
Topic: Why does the High Quality resizer get soo much hate?
Replies: 33
Views: 4685

Re: Why does the High Quality resizer get soo much hate?

That's pretty much exactly what I did not have in mind. That's nothing more than a shader/filter pass. My idea was doing it manually, fixing each sprite pixel by pixel and adding more detail. Do you have even rough idea how much time/work it would take, even just for vanilla wads ? Also, chances ...
by VoidMage
Fri Apr 15, 2016 6:21 am
Forum: Closed Bugs [GZDoom]
Topic: [Linux] Some PNG textures cause segfaults
Replies: 20
Views: 1237

Re: [Linux] Some PNG textures cause segfaults

Well, no real progress, but I need to mention, that I've tried clang and it crashes just the same. It also hates something about your coding style: with '-Wall', it floods with 'warning: '<foo>' overrides a member function but is not marked 'override'' in dobject.h and dobject.h. AFAICT, there aren ...
by VoidMage
Fri Apr 15, 2016 3:54 am
Forum: Closed Bugs [GZDoom]
Topic: [Linux] Some PNG textures cause segfaults
Replies: 20
Views: 1237

Re: [Linux] Some PNG textures cause segfaults

Hmm, that's an interesting point.

Funny thing, with '+set vid_renderer 0' crash doesn't happen.
by VoidMage
Fri Apr 15, 2016 3:01 am
Forum: Closed Bugs [GZDoom]
Topic: [Linux] Some PNG textures cause segfaults
Replies: 20
Views: 1237

Re: [Linux] Some PNG textures cause segfaults

Without debug symbols, that traceback isn't all that useful, however even debug symbols don't help all that much here. The crash happens upon call to 'bmp->CopyPixelDataRGB(x, y, Pixels, Width, Height, 3, pixwidth, rotate, CF_RGBT, inf, NonPaletteTrans[0], NonPaletteTrans[1], NonPaletteTrans[2 ...
by VoidMage
Wed Apr 13, 2016 1:09 pm
Forum: Closed Bugs [GZDoom]
Topic: [gzdoom-ee3712ff] new stereo modes break linux build
Replies: 2
Views: 307

[gzdoom-ee3712ff] new stereo modes break linux build

The trivial part is that in src/gl/stereo3d/gl_quadstereo.h, static const QuadStereo& QuadStereo::getInstance(float ipd); should (probably) be static const QuadStereo& getInstance(float ipd); The non-trivial part is that 'vr_enable_quadbuffered' isn't implemented in SDL backend, which wouldn't be ...
by VoidMage
Fri Mar 18, 2016 11:22 pm
Forum: Closed Bugs [GZDoom]
Topic: "Phobos City" crash
Replies: 12
Views: 15904

Re: "Phobos City" crash

That one does load, but other than two missing actors, two missing textures and a few minor map complaints, it seems to work fine.
by VoidMage
Fri Mar 18, 2016 1:22 pm
Forum: Closed Bugs [GZDoom]
Topic: "Phobos City" crash
Replies: 12
Views: 15904

Re: "Phobos City" crash

I'm not getting a crash, just the following output: Attempt to get invalid state Ready from actor Toilet. Attempt to get invalid state Ready from actor Urinal. Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 2880: Parent type 'DarkImp' not found in DarkImpStun Script error ...

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