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danij's activity

From 2015-02-27 to 2015-03-12

2015-03-12

16:36 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
Ah, I see. Thanks for the clarification; your original report now makes a lot more sense to me. I've a couple of work... danij
13:25 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
A saved game is no good to me until we've decided this issue is related. As I said I cannot replicate any issue with ... danij
01:37 Doomsday Engine Bug #1821 (Feedback): [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
danij
01:37 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
I built wakeuptest.wad (attached) to try out Chaos Serpent wakeup behavior and could find no issue in build 1528. Did... danij
13:06 Doomsday Engine Bug #1993 (Feedback): Switching maps while XG lines are active causes seg fault
danij
13:06 Doomsday Engine Bug #1993: Switching maps while XG lines are active causes seg fault
Please provide a copy of the mod in question and detail the steps to replicate the issue. The original report is too ... danij
13:02 Doomsday Engine Bug #1992: Load console command segfaults (needs retesting)
Most likely this is a specific issue triggered by something in the add-on, as I've been using the load command extens... danij
03:33 Doomsday Engine Revision fdf4294e (github): Fixed|Doom: Final Doom Lost Soul bounce correction (regression)
Another mix up where global var gameMode was compared with the GM_*
flags rather than gamemode_t.
(A full search for...
danij
03:09 Doomsday Engine Revision 90b22cbd (github): Fixed|Doom: Final Doom teleport destination altitude (regression)
A simple mix up - global var gameMode is gamemode_t and should be
compared with values in that enum, rather than the ...
danij
03:09 Doomsday Engine Bug #1860 (Resolved): [Doom] Final Doom teleporter quirk broken
danij
02:59 Doomsday Engine Bug #1860 (In Progress): [Doom] Final Doom teleporter quirk broken
danij
02:11 Doomsday Engine Revision 96aaa1e5 (github): libcommon: Tweaked log message verbosity wrt palette translation table loading
danij

2015-03-11

23:45 Doomsday Engine Bug #216 (Closed): Wrong model rendered (Model Selector/DED reader)
It seems this issue was indeed resolved some time ago. danij
23:21 Doomsday Engine Bug #1119 (Rejected): Non-functional secret exit (No Rest For The Living)
BFG Edition and the extension episode No Rest For The Living are not presently supported (RFE #1575 covers this, also). danij
18:53 Doomsday Engine Bug #1929: Sprite priority handling
Evidently this is also sensitive to the load order. In the above example, if one provides an additional POSSA0 lump _... danij
17:40 Doomsday Engine Bug #765 (Resolved): [Hexen] Korax teleport order
danij
17:30 Doomsday Engine Bug #765 (In Progress): [Hexen] Korax teleport order
danij
17:38 Doomsday Engine Revision 0897e5c9 (github): Fixed|Hexen: Korax teleport order (refactoring oversight)
IssueID #765 danij

2015-03-10

18:16 Doomsday Engine Revision 1ed7ff29 (github): ResourceSystem: Cleanup
danij
17:51 Doomsday Engine Bug #1990 (Resolved): Qt 4 incompatibility in ResourceSystem::initSprites()
danij
16:01 Doomsday Engine Bug #1990 (In Progress): Qt 4 incompatibility in ResourceSystem::initSprites()
danij
17:51 Doomsday Engine Revision 7324fcf5 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
17:51 Doomsday Engine Revision 86aca9f0 (github): Refactor|ResourceSystem: Cleaned up Sprite frame set construction
IssueID #1990 danij

2015-03-08

00:36 Doomsday Engine Bug #1968 (New): [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
danij

2015-03-07

17:31 Doomsday Engine Bug #1968: [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
Fixing those kind of camera clipping issues is actually quite tricky. Simply checking the sector plane heights at the... danij
03:55 Doomsday Engine Bug #1968 (Feedback): [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
When the player dies, their view height is lowered to the floor and we don't want the player looking under the floor,... danij
14:39 Doomsday Engine Bug #1947: Heretic Treasure Chest minor Mapinfo ded and lump reading errors
The mif_nointermission flag was implemented during the old 1.9.0-beta days, so 1.8.6 would have baulked at its presce... danij
03:07 Doomsday Engine Bug #1947 (Rejected): Heretic Treasure Chest minor Mapinfo ded and lump reading errors
This mod depends on various ZDoom specific features, which are not currently supported; extended MAPINFO syntax and f... danij
14:31 Doomsday Engine Bug #1026: Load console command music oversight
Sounds like we're looking at different versions of AV since the one I'm using has seven files including two .WADs (OT... danij
08:08 Doomsday Engine Bug #1026: Load console command music oversight
sonicdoommario wrote:
> I typed in load av.wad into the title screen...
Note that Alien Vendetta is comprised of ...
danij
04:05 Doomsday Engine Bug #1026 (Feedback): Load console command music oversight
This needs testing again with a current version of Doomsday. danij
09:34 Doomsday Engine Feature #1280 (Closed): Stages for decorations
This was actually implemented some time ago now, for Doomsday 1.10 in fact. danij
09:23 Doomsday Engine Feature #1387 (Rejected): Use GL_POINT_SPRITE_ARB for tex particle rendering
Closing as nowadays there are better algorithms for drawing particles. danij
07:43 Doomsday Engine Feature #1525: Allow gaps in Sprite animation frame sets
As of commit f4ab2ee Doomsday now supports gaps in Sprite frame animation sets and mimics ZDoom by hiding the sprite ... danij
07:40 Doomsday Engine Feature #1525 (Closed): Allow gaps in Sprite animation frame sets
danij
07:19 Doomsday Engine Revision f4ab2ee9 (github): ResourceSystem: Removed internal Sprite frame limit (was 29)
Previously a Sprite could comprise 29 frames at most because of the
limitations concerning lump names and vanilla mec...
danij
04:11 Doomsday Engine Feature #1369 (Closed): Dynamic map lists (episode structure)
danij
01:04 Doomsday Engine Feature #1369 (Resolved): Dynamic map lists (episode structure)
danij
04:11 Doomsday Engine Bug #1896 (Closed): Validating Group def tic durations (value -1 is mishandled/unsupported)
danij
04:02 Doomsday Engine Bug #1093 (Rejected): Single Use Teleporter Malfunction
danij
03:43 Doomsday Engine Bug #1915 (New): Click-to-focus also handled as UI click
Further testing shows there is indeed an issue here - if one clicks to focus a presently unfocused window, while the ... danij
03:38 Doomsday Engine Bug #1915 (Feedback): Click-to-focus also handled as UI click
I cannot replicate this on my Windows 7 dev system. As skyjake pointed out, it would be very helpful to know the step... danij
03:29 Doomsday Engine Bug #1124 (Closed): Skybox bug
danij
03:27 Doomsday Engine Bug #1137 (Closed): [Deathkings] Inventory navigation
danij
03:26 Doomsday Engine Bug #1681 (Closed): Garbled screen build 1080
danij
03:22 Doomsday Engine Bug #1857 (Rejected): Visual corruption on transparent textures
Looks like a problem with that grate texture's alpha mask, rather than a problem in Doomsday itself. Id suggest repor... danij

2015-03-06

22:04 Doomsday Engine Bug #1896 (Resolved): Validating Group def tic durations (value -1 is mishandled/unsupported)
danij
20:03 Doomsday Engine Bug #1896 (In Progress): Validating Group def tic durations (value -1 is mishandled/unsupported)
danij
19:59 Doomsday Engine Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
I see. Yeah a duration of Group.Flat/Texture.Tics = -1 has never been supported as there is no "infinite" concept at ... danij
22:03 Doomsday Engine Revision 1cd4cfe0 (github): libcommon: Cleanup
danij
22:03 Doomsday Engine Revision f86f1285 (github): Fixed|Definitions|libdoomsday: Group definition frame duration validation (mishandled -1)
Do not handle Group definitions whose frame durations do not describe
a valid animation sequence, when generating Mat...
danij

2015-03-05

15:12 Doomsday Engine Revision 40b98125 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
13:16 Doomsday Engine Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
Ah so the report is actually about the text replacement strings not being abbreviated, rather than their replacing th... danij

2015-03-04

13:41 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
danij wrote:
> If the exit conditions are converted to game rules and the cycle itself is defined in an Episode def,...
danij
13:02 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
Thinking about the "timed exit conditions" of the map cycle - these are actually game rules. If the exit conditions a... danij
12:52 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
I agree that the most logical course of action would be to simply restart the current episode once the finale has end... danij
11:47 Doomsday Engine Revision b6c4de62 (github): Documentation|libcommon: Minor apidoc tweaks
danij
11:19 Doomsday Engine Revision e3277ed2 (github): libcommon: Cleanup
danij
10:55 Doomsday Engine Revision e9eb9f51 (github): Documentation|libcommon|libhexen: Typos
danij
10:29 Doomsday Engine Revision 180a66c9 (github): Refactor|Hexen|libcommon: Consolidated more logic for launching missiles, cleanup
Updated missile launching for Korax and IceGuy to use the revised
mechanism, which separates spawning from launching.
danij

2015-03-03

22:03 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
I'm struggling to see a tangible benefit in implementing such cycles as scripts in and of themselves. Conceptually, a... danij
12:58 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
I sincerely hope you are joking re using Episodes to represent a cycle of episodes. It makes zero sense other than in... danij
06:57 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
Perhaps this functionality should be combined into the map cycle expression? The map cycle is already functioning at ... danij
12:49 Doomsday Engine Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
I didn't state or assume otherwise. My only intention was to draw attention to a point raised earlier - the apparent ... danij
00:10 Doomsday Engine Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
The only remaining issue that I'm seeing from the original report is the delayed minimum OpenGL version check. You ar... danij
06:08 Doomsday Engine Bug #1896 (Feedback): Validating Group def tic durations (value -1 is mishandled/unsupported)
@vermil: How are you specifying a duration of -1 tics? Using the old Group method? (I don't believe a duration of -1 ... danij
05:52 Doomsday Engine Bug #1963: [Doom] Spawning on top of a weapon leads to broken weapon (multiplayer)
Most likely the reported behavior is symptomatic of a more general issue concerning player state updates in multiplay... danij
05:36 Doomsday Engine Bug #1969 (Feedback): [Doom] Multiplayer intermission using incorrect header graphics
All current versions of libdoom's inlude.ded seemingly use the correct names for these patches. Maybe this is a repor... danij
05:31 Doomsday Engine Bug #1983: [Doom] "Finished" graphic placed too low
This issue occurs only if a replacement text is found for the map title patch and replacements are actually enabled. ... danij
05:20 Doomsday Engine Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
Now that the map progression is described in Episode definitions it follows that the interlude to be played during a ... danij
05:12 Doomsday Engine Bug #1941: UI cursor illegible in stereoscopic 3D
Changing things so that the project-cursor-on-UI-plane logic is used in all stereoscopic 3D modes does indeed solve t... danij
03:33 Doomsday Engine Bug #1729: Repeat loading of DEHACKED patches specified on the command line following a game change
To fix the underlying issue the Right Way, requires implementing a new mechanism for describing game sessions; includ... danij
03:14 Doomsday Engine Bug #1964 (Closed): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
danij
03:09 Doomsday Engine Revision 422aba10 (github): Fixed|MaterialTextureLayer|Resources: MaterialTextureLayer::AnimationStage() should not decode texture URIs
IssueID #1964 danij

2015-03-02

23:45 Doomsday Engine Bug #1982 (Closed): Crash warping to a map without MapInfo data
danij
19:29 Doomsday Engine Bug #1982 (In Progress): Crash warping to a map without MapInfo data
danij
23:44 Doomsday Engine Revision 8e6b6566 (github): Fixed: Crash warping to a map without MapInfo data
Added fallback MapInfo data to be used as a last resort, when no def
is defined for the current map and the game does...
danij
 

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