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From 2013-12-15 to 2013-12-28

2013-12-26

22:15 Doomsday Engine Bug #1690 (In Progress): [Windows] OpenAL sound plugin not being found
commit:85a37c89 will hopefully fix this. skyjake
11:10 Doomsday Engine Bug #1690 (Closed): [Windows] OpenAL sound plugin not being found
Long standing issue, at least on Windows, is that during startup, Dday is reporting that it is unable to locate the O... vermil
14:29 Doomsday Engine Bug #1689 (Closed): game options
skyjake
11:08 Doomsday Engine Bug #1689: game options
Those options have been removed from Snowberry due to those options becoming redundant and/or that Snowberry is slowl... vermil
02:45 Doomsday Engine Bug #1689 (Closed): game options
Hi guys ! that mod so bee very good, but from the new version something is missing from the settings / display / grap... zytharr99

2013-12-23

14:37 Doomsday Engine Bug #932 (Closed): mf2_floatbob not affecting particle generators
Bobbing now affects particle spawn positions. However, it only affects the original position of the particle — as the... skyjake
13:50 Doomsday Engine Bug #1659 (Closed): Crash when loading a save game of Ultimate Doom
skyjake
13:06 Doomsday Engine Bug #1659 (Resolved): Crash when loading a save game of Ultimate Doom
This looks like a corrupt save file. I fixed the cause of the crash, however it cannot be loaded successfully. skyjake
13:45 Doomsday Engine Feature #1688 (New): Command line options documented with Amethyst
All command line options should be documented using Amethyst, much like the console variables and commands are docume... skyjake
13:43 Doomsday Engine Feature #1503 (Closed): [Unix] Basic command line options (e.g., help, version)
skyjake
13:10 Doomsday Engine Feature #1687 (Progressed): In-game error dialogs (e.g., corrupt savegame)
Instead of shutting down the entire engine due to an uncaught exception, error situations like a corrupt savegame sho... skyjake
12:29 Doomsday Engine Feature #1678: Optimize stereoscopic pixel formats
Repurposing this issue to be more about optimizing the memory use and performance of 3D stereo rendering. skyjake
12:25 Doomsday Engine Feature #1656 (Closed): UI for VR / Oculus Rift config
skyjake
12:24 Doomsday Engine Feature #1636 (Closed): Support for Oculus Rift
I'm closing this issue as complete. @libovr@ is now included in Doomsday's Windows and OS X 10.8 packages and there ... skyjake

2013-12-22

20:33 Doomsday Engine Feature #1636: Support for Oculus Rift
This weekend I have made several Rift-related improvements:
* Fixed rendering glitches so that the left and right ey...
skyjake
18:53 Doomsday Engine Bug #925: [Doom] Map32: Secret exit quirk not replicated
You've got it the wrong way around. Warping manually messes it up. vermil
12:25 Doomsday Engine Bug #925: [Doom] Map32: Secret exit quirk not replicated
Maybe I'm being thick but how does this map specifically take advantage of that if the only way to trigger it is by w... danij
11:01 Doomsday Engine Bug #925: [Doom] Map32: Secret exit quirk not replicated
I believe that Vanilla Doom2 has no understanding of what to do with a secret exit trigger on Map32 and thus in a cas... vermil
04:22 Doomsday Engine Bug #925: [Doom] Map32: Secret exit quirk not replicated
Am I correct to conclude that the PWAD mentioned in the initial report is actually irrelevant to the issue in question? danij
00:51 Doomsday Engine Bug #1133 (Closed): Menu selector is tiny in Hell Revealed 2
danij

2013-12-21

19:34 Doomsday Engine Feature #1686: Derived resource packs
Another use case would be a HiDPI UI pack for OS X retina displays. skyjake
19:21 Doomsday Engine Feature #1686 (Closed): Derived resource packs
It should be possible to create a resource pack that is based on another, but with some changes applied. For instance... skyjake

2013-12-19

21:38 Doomsday Engine Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
Vermil started a thread about this on Doomworld, which has resulted in some useful information from the modding commu... danij
12:30 Doomsday Engine Feature #1680 (Closed): Quad-buffered GL framebuffer
skyjake
02:30 Doomsday Engine Feature #1680: Quad-buffered GL framebuffer
skyjake wrote:
> I pushed some changes to master that might fix VR mode 13.
>
> @cmbruns: could you test this, pl...
cmbruns

2013-12-18

21:04 Doomsday Engine Feature #1684: Launching without Snowberry
Given that yourselves want users to be able to launch Dday without any Iwads, I wonder if the best way to display the... vermil
13:03 Doomsday Engine Feature #1684: Launching without Snowberry
skyjake wrote:
> The IWAD path must be specified somehow, as without it no games can be played. Perhaps make it poss...
danij
17:51 Doomsday Engine Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
skyjake
13:21 Doomsday Engine Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
danij
10:34 Doomsday Engine Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
Indeed, it seems to have been fixed since the build I noticed and tested this issue in. vermil
06:26 Doomsday Engine Bug #1671 (Rejected): Doom Sector type 10 not 'releasing' sector after action has occurred
Doomsday appears to replicate the expected behavior. See the attached secspec10.wad, which has a door that closes 30 ... danij
10:22 Doomsday Engine Bug #1599 (Closed): Double Quit sound
danij
09:40 Doomsday Engine Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
danij
07:46 Doomsday Engine Bug #1670 (Resolved): [Automap] Yellow/Red key activated switches don't glow
danij
05:38 Doomsday Engine Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
The original issue which this report concerns (sector lightlevels being set to zero on saving the game) has now been ... danij

2013-12-17

17:23 Doomsday Engine Feature #1605: Tutorial
It is important to bear in mind that within the traditional sphere of a DOOM source port there is basically no parall... danij
13:44 Doomsday Engine Feature #1605: Tutorial
vermil wrote:
> Something I have also thought about, is that the taskbar and main taskbar menu should open by defaul...
skyjake
10:02 Doomsday Engine Feature #1605: Tutorial
I know you want to highlight the cool UI, but is it actually best to wait until such a time comes that the typical us... vermil
02:17 Doomsday Engine Feature #1605: Tutorial
May I suggest to have the tutorial as an optional button, that for people to see the tutorial, they have to click, ra... eunbolt
13:50 Doomsday Engine Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
The new "postfx" command can be used to draw the game world with an inverted monochrome shader. This should be used i... skyjake
13:47 Doomsday Engine Feature #1682 (Closed): [UI] Button click behavior outside an open popup
skyjake
08:52 Doomsday Engine Feature #1682 (In Progress): [UI] Button click behavior outside an open popup
skyjake
08:46 Doomsday Engine Feature #1682: [UI] Button click behavior outside an open popup
This is the intended behavior at the moment. All popups are dismissed with a click outside the popup -- the dismissal... skyjake
02:25 Doomsday Engine Feature #1682 (Closed): [UI] Button click behavior outside an open popup
Switching between the video and render sub-menus
You are in the "Render" sub-menu and you want to go to the "video" ...
eunbolt
13:29 Doomsday Engine Feature #1684 (Closed): Launching without Snowberry
As a first step toward making #1600 a reality, it should be possible to start Doomsday directly in an officially supp... skyjake
13:22 Doomsday Engine Feature #6: Draw lens flares using GL2
vermil wrote (in #1605):
> Of course, I won't lie, I also think the new lens flares are coming in too early; that th...
skyjake

2013-12-16

21:21 Doomsday Engine Feature #1680: Quad-buffered GL framebuffer
I pushed some changes to master that might fix VR mode 13.
@cmbruns: could you test this, please?
skyjake
09:35 Doomsday Engine Feature #1680 (Closed): Quad-buffered GL framebuffer
Support for VR mode 13 (quad buffered, stereoscopic framebuffer). @GLFramebuffer@ must provide a way to set which bac... skyjake
19:45 Doomsday Engine Bug #1681: Garbled screen build 1080
> Version: 3.0 Mesa 10.1.0-devel (git-cbe7431 saucy-oibaf-ppa)
> Renderer: Gallium 0.4 on AMD BARTS
We should fir...
skyjake
13:07 Doomsday Engine Bug #1681: Garbled screen build 1080
1073 Is the last working version
Forgot to add
This is running ubuntu 13.10 64bit
eunbolt
12:51 Doomsday Engine Bug #1681 (Closed): Garbled screen build 1080
Screenshot of problem attached
dave@theBeast:/usr/bin$ ./doomsday -vv
Application path: /usr/bin/doomsday
Enabled ...
eunbolt

2013-12-15

13:23 Doomsday Engine Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
Fixed for the next build. skyjake
 

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