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From 2015-03-31 to 2015-04-13

2015-04-13

17:13 Bug #2014 (In Progress): Fatal error with light-decoration test map (orange bookkeeping error)
danij
16:18 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
Seems to be a orange management error in the old angle-clipper. danij
11:38 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
To comment on the changed title; the decorations defs I was using didn't appear to be the cause of the crash (the cra... vermil
10:59 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
Though sometimes Dday will also close with no error message when viewing the room. But the out file still logs someth... vermil
10:58 Bug #2014 (Closed): Fatal error with light-decoration test map (orange bookkeeping error)
This probably isn't a Doom specific bug.
Attached is a small test map (E1M1 of Doom) of mine I was using for mater...
vermil

2015-04-10

22:03 Revision 72ae68ba (github): OS X|libgui: Allow fullscreen mode in the Canvas window
Apparently QWindow currently doesn't set this automatically, so now
we manually enable the OS X fullscreen toggle.
skyjake

2015-04-09

15:37 Bug #2012: [Doom] Boom bug in Memento Mori II
My completely untested theory is that the Dday is possibly completely ignoring part's of a linedef that have no textu... vermil
15:04 Bug #2012: [Doom] Boom bug in Memento Mori II
That reminds me of this bug:
http://tracker.skyjake.fi/issues/809
In Map17 of Doom II, there is a switch that r...
sonicdoommario
14:40 Bug #2012: [Doom] Boom bug in Memento Mori II
Indeed, tag667 is another trigger type that uses the shortest texture; all line and sector triggers that use the shor... vermil
12:42 Bug #2012: [Doom] Boom bug in Memento Mori II
Hm, Tag 667 in Doomsday has this same issue too, right?
Map07 of Alien Vendetta cannot be completed without cheati...
sonicdoommario

2015-04-08

17:15 Bug #2013: [Doom] Pain Elemental Vanilla/Boom compatibility option
Please disregard this report; Dday does have a compat option for this named 'Lost Souls can get stuck inside walls'.
...
vermil
17:05 Bug #2013 (New): [Doom] Pain Elemental Vanilla/Boom compatibility option
In Vanilla Doom, Pain Elementals can fire their Lost Souls through impassable barriers; this is taken advantage of on... vermil
17:01 Bug #2012 (New): [Doom] Boom bug in Memento Mori II
Memento Mori II Map 25 suffers a well known game breaking bug in Boom, due to changed behaviour in Boom versus Vanill... vermil
15:14 Bug #2011 (Closed): [Doom] Invincibility Sphere doesn't always make screen white
skyjake
06:51 Bug #2011: [Doom] Invincibility Sphere doesn't always make screen white
Checked out the new build, this looks good now. sonicdoommario
15:07 Bug #2004: Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
It appears to be fixed :) vermil

2015-04-07

17:07 Revision 0fee9b1f (github): libgui|Tests: Canvas default format, retina pixels, updated GLSandbox
Since QOpenGLWindow is not a QWidget, one cannot use QToolBar on it.
The toolbars were moved to a separate QWidget-ba...
skyjake
17:05 Revision 26128fd1 (github): CMake|Tests: Test apps should be in a folder called "Tests"
skyjake
10:11 Revision ad7717e2 (github): Fixed|Tests|CMake|OS X: Deploy Qt on test apps
Since these are Mac application bundles, the Qt frameworks are
expected to be bundled inside.
skyjake
10:10 Revision ec35a7e1 (github): Cleanup|Tests: Updated tests for revised Canvas class
skyjake
08:38 Revision 749e3ec8 (github): Merge branch 'cmake-build' into gl2-qopenglwindow
Conflicts:
doomsday/sdk/libappfw/src/vrwindowtransform.cpp
skyjake

2015-04-06

14:59 Bug #2010 (Closed): [Heretic] Skill 1 and 5 additional ammo incorrect
skyjake
14:52 Bug #2010 (Resolved): [Heretic] Skill 1 and 5 additional ammo incorrect
Found the problem. Apparently due to a refactoring oversight, a bit shift had been replaced with a division operator ... skyjake
14:21 Bug #2010 (In Progress): [Heretic] Skill 1 and 5 additional ammo incorrect
skyjake
14:58 Revision d52a26c6 (github): Fixed|Heretic: Amount of ammo given on baby/nightmare difficulty
Apparently ">> 1" was intended to be "/ 2" but the right-hand operand
had not been changed. Restored the vanilla Here...
skyjake
14:57 Revision 1ee4e51f (github): Fixed|Heretic: Amount of ammo given on baby/nightmare difficulty
Apparently ">> 1" was intended to be "/ 2" but the right-hand operand
had not been changed. Restored the vanilla Here...
skyjake
14:22 Bug #2004 (Closed): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
skyjake
14:08 Revision 50abed9f (github): Merge branch 'master' into cmake-build
skyjake
14:05 Bug #2011 (Resolved): [Doom] Invincibility Sphere doesn't always make screen white
Please test the next build, this should now be fixed. skyjake
09:43 Bug #2011 (In Progress): [Doom] Invincibility Sphere doesn't always make screen white
skyjake
08:54 Bug #2011 (Closed): [Doom] Invincibility Sphere doesn't always make screen white
I have started to encounter this issue in recent builds of Doomsday. At first, I thought it was a random event but I ... sonicdoommario
13:58 Revision 4cbf49af (github): Fixed|Doom: Clearing the invulnerability post-processing filter
While the engine-side view effects state was being reset appropriately,
libdoom's "special filter" state was not rese...
skyjake
13:58 Revision e390e38c (github): Fixed|UI|Client: Reseting "Pixel Density" to defaults
This setting was still part of the window system; now moved to the
renderer settings.
skyjake
13:57 Revision 938d641c (github): Fixed|Doom: Clearing the invulnerability post-processing filter
While the engine-side view effects state was being reset appropriately,
libdoom's "special filter" state was not rese...
skyjake
10:00 Revision cc190308 (github): Fixed|UI|Client: Reseting "Pixel Density" to defaults
This setting was still part of the window system; now moved to the
renderer settings.
skyjake

2015-04-05

18:42 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
vermil wrote:
> running the actual resolution, rather than pixel doubling to emulate it, would be less hardware inte...
skyjake
11:06 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
Certainly, pixel doubling does reduce the motivation to use low resolutions (though I assume running the actual resol... vermil

2015-04-04

16:52 Revision 6a4f918a (github): UI|Client: Added "Pixel Density" slider to the Renderer Settings
Now that there is room in the Renderer Settings dialog, the global pixel
density setting can be placed there. It is n...
skyjake
16:52 Revision 15b91f6f (github): UI|libappfw: Only allow UI downscaling on HiDPI displays
On a non-retina display, text would simply become unreadable. Better to use
the -dpi and -fontsize switches instead.
...
skyjake
16:52 Revision bbe63d68 (github): UI|libappfw: Scale UI smaller with small window sizes/resolutions
Since the UI style doesn't scale dynamically, we can apply a window
transformation to scale the window contents small...
skyjake
16:49 Revision fad722fd (github): UI|Client: Added "Pixel Density" slider to the Renderer Settings
Now that there is room in the Renderer Settings dialog, the global pixel
density setting can be placed there. It is n...
skyjake
16:46 Revision a346281a (github): UI|libappfw: Only allow UI downscaling on HiDPI displays
On a non-retina display, text would simply become unreadable. Better to use
the -dpi and -fontsize switches instead.
...
skyjake
16:29 Bug #2009 (In Progress): Taskbar doesn't scale itself and game world correctly in small display modes
As a quick workaround, I tried scaling down the UI in very low resolutions like 640x480, however the quality of text ... skyjake
15:39 Revision ecc8581f (github): UI|Cleanup|Client: Moved renderer behavior settings to the Gauge popup
These don't really have the prominence or importance to be in the
main Renderer Settings dialog.
skyjake
15:39 Revision de704213 (github): libappfw|GridPopupWidget: Method for adding separate labels
skyjake
15:37 Revision 39c536d3 (github): UI|Cleanup|Client: Moved renderer behavior settings to the Gauge popup
These don't really have the prominence or importance to be in the
main Renderer Settings dialog.
skyjake
15:36 Revision b172af13 (github): libappfw|GridPopupWidget: Method for adding separate labels
skyjake
11:20 Bug #2010 (Closed): [Heretic] Skill 1 and 5 additional ammo incorrect
At some point in the 1.9 series, Dday started accidently giving the player 100% additional ammo on skill1 and 5 in He... vermil

2015-04-03

14:50 Revision 252586f8 (github): UI|libappfw: Scale UI smaller with small window sizes/resolutions
Since the UI style doesn't scale dynamically, we can apply a window
transformation to scale the window contents small...
skyjake
14:47 Revision d077f8a8 (github): Oculus Rift|OS X: Updated build for LibOVR 0.5.0.1
Todo: See if this is actually still working with the HMD. skyjake
12:58 Revision f62ef3a8 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
skyjake
12:57 Revision 65e81632 (github): libgui|libappfw: Cleaning up, debugging Canvas drawing
skyjake
12:32 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
My apologies, I meant 16:9.
Certainly, the few non 4:3 resolutions below 1024x768 that my card allows, appear to r...
vermil
12:21 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
Thanks for the screenshot, that issue is known (UI style doesn't scale at all with regard to display resolution).
...
skyjake
12:30 Revision ef38e708 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
skyjake

2015-04-02

17:50 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
A 640x480 screen resolution image at the start of Doom2 Map01, with the renderer appearance menu open, is attached. vermil
17:35 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
Please attach a screenshot (or two) to clarify the issue. skyjake
17:23 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
To ramble some more; the second one looks like a bug, but I suppose the first one might be personal preference; optio... vermil
17:12 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
The Taskbar doesn't appear to scale correctly at resolutions below 1024x768.
The edges of the game world don't app...
vermil
17:07 Bug #2009 (Closed): Taskbar doesn't scale itself and game world correctly in small display modes
On my 16:10 monitor, when I select a non 16:10 resolution in Dday, the taskbar doesn't appear to scale correctly and ... vermil
 

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