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skyjake's activity

From 2015-05-03 to 2015-05-16

2015-05-16

16:31 Doomsday Engine Bug #2058 (Closed): [Windows] Adjust client UI scaling factor according to system DPI setting
Currently, when running on Windows with a higher than default DPI setting, the UI is not sized correctly. The client ... skyjake
15:24 Doomsday Engine Feature #2057 (New): Multiple client instances
With Snowberry gone, it is feasible to add support for running multiple client instances. When the client is starting... skyjake
15:20 Doomsday Engine Bug #2055: [MP] Multiple instances can't connect to a local server
Client identification is determined by the @client.id@ file in the runtime folder. When you were running multiple ins... skyjake
10:42 Doomsday Engine Feature #2037: [Linux] Get Doomsday working with Clang
commit:aee9fecd may have some impact on this issue. skyjake

2015-05-15

21:49 Doomsday Engine Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
skyjake
20:24 Doomsday Engine Bug #2052: [OS X] Crash when loading a map (clang, release build)
I dug a little deeper and found the root cause. (Which is nice because qmake doesn't easily support source file speci... skyjake
20:16 Doomsday Engine Bug #2052 (Resolved): [OS X] Crash when loading a map (clang, release build)
skyjake
14:15 Doomsday Engine Bug #2052: [OS X] Crash when loading a map (clang, release build)
After investigating closer, this looks a lot like an optimization bug in clang. (MSVC and GCC builds work fine.)
I...
skyjake
13:54 Doomsday Engine Bug #2034 (Resolved): [HeXen DK] Snowberry versus Ring Zero launching
skyjake
11:48 Doomsday Engine Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
That's interesting. I wonder if yours is from a different version?
Well, this means Snowberry just has to treat th...
skyjake
10:42 Doomsday Engine Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
Could you check if your copy of @hexdd.wad@ actually identifies itself as an IWAD? I just tried 1595 on Windows and i... skyjake
09:02 Doomsday Engine Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
I tried it with Fedora, and it did work correctly: "-iwad" was used for both WADs, and hexdd.wad wasn't loaded twice ... skyjake
08:37 Doomsday Engine Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
I'll do some Python debugging... skyjake

2015-05-14

22:47 Doomsday Engine Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
Build 1591, Apple LLVM version 6.1.0 (clang-602.0.49).
When running the client or doomsday-server, in map.cpp, @so...
skyjake
11:56 Doomsday Engine Feature #2051 (New): XG test suite / demo map
We need a map that tests all the features of XG in a systematic fashion. This can then act as a test suite to fix reg... skyjake

2015-05-13

21:50 Doomsday Engine Bug #2049 (Closed): Inadequate minimum OpenGL version detection/handling (Windows)
skyjake
21:42 Doomsday Engine Bug #2049 (In Progress): Inadequate minimum OpenGL version detection/handling (Windows)
The problem was that a number of calls were attempted to the OpenGL 2+ entrypoints that were all @nullptr@ because of... skyjake
10:13 Doomsday Engine Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
If the minimum OpenGL version check fails, the current behavior is to show an error dialog box (using @nativeui.cpp@)... skyjake

2015-05-12

23:31 Doomsday Engine Bug #1989 (In Progress): Client assert fail (possible crash) if joining game during intermission
skyjake
23:06 Doomsday Engine Bug #1591: [BSP] Fully overlapped map geometry is not always split
Ok good. For bookkeeping I created a separate issue for the fix so it's included in 1.15. skyjake
20:59 Doomsday Engine Bug #1591: [BSP] Fully overlapped map geometry is not always split
danij wrote:
> The second issue concerning splitting of overlapped line segments wrt support of maphacks (such as th...
skyjake
23:04 Doomsday Engine Bug #2046 (Closed): [BSP] Space partitioning results in superfluous line segments
An overly conservative epsilon used when searching for existing line segments in the map would sometimes lead to the ... skyjake
22:41 Doomsday Engine Bug #2043: [Hexen] Puzzle item use regression
Good catch, vermil! This was apparently just a simple typo/oversight in the revised inventory code. skyjake
22:40 Doomsday Engine Bug #2043 (Closed): [Hexen] Puzzle item use regression
skyjake

2015-05-11

12:21 Doomsday Engine Bug #2042: Mobj spawning at sector boundary height should choose highest contacted floor
vermil wrote:
> When a mobj is perfectly over two sectors of different heights
I understand this as the mobj's ce...
skyjake
09:48 Doomsday Engine Bug #2045 (In Progress): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
skyjake

2015-05-09

18:54 Doomsday Engine Bug #2006 (Closed): [MP] Automap and Inventory left open on player death
skyjake
18:35 Doomsday Engine Bug #2006 (Resolved): [MP] Automap and Inventory left open on player death
Fixed by adding a new packet that allows the server to tell the client to close the HUDs (causes a call to @ST_CloseA... skyjake
17:39 Doomsday Engine Bug #2006 (In Progress): [MP] Automap and Inventory left open on player death
skyjake
18:54 Doomsday Engine Bug #1966 (Closed): [MP] Powered up Phoenix Rod broken
skyjake
17:27 Doomsday Engine Bug #1966 (Resolved): [MP] Powered up Phoenix Rod broken
skyjake
11:06 Doomsday Engine Bug #1820 (Closed): [MP] Heretic Hell Staff rain colors don't match player colors
The rain colors now match the colors chosen by the players. skyjake
08:51 Doomsday Engine Bug #1820 (In Progress): [MP] Heretic Hell Staff rain colors don't match player colors
skyjake
09:41 Doomsday Engine Bug #2040: Auto-completion popup widget width changes when scrolling
This is almost certainly related to the recent "DocumentWidget content size accuracy fix.":http://tracker.dengine.net... skyjake
08:49 Doomsday Engine Bug #1961: Client fatal error due to invalid data received from server
This may have been caused by #1954, and has therefore been fixed. Should keep an eye out. skyjake

2015-05-08

19:46 Doomsday Engine Feature #1325: Boom line types and sectors
rhargrave wrote:
> Is there such a list right now?
I don't think there is. I believe this is the most comprehensi...
skyjake
18:57 Doomsday Engine Bug #2039 (Closed): "Fly up" without Wings artifact causes inventory to scroll around randomly
skyjake
18:49 Doomsday Engine Bug #2039 (In Progress): "Fly up" without Wings artifact causes inventory to scroll around randomly
skyjake

2015-05-07

20:44 Doomsday Engine Bug #2036: Automap lines are not visible
I see, that at least rules out any fundamental OpenGL driver level issues since you had it working before. skyjake
20:08 Doomsday Engine Bug #2036: Automap lines are not visible
rhargrave wrote:
> Here is a screenshot of my GL info: http://i.imgur.com/545OsyO.png in doomsday, if you're curious...
skyjake
19:10 Doomsday Engine Bug #1972: [MP] Fast-moving planes not always reach destination on client-side
I ran a couple of further tests on MAP26 with build 1587. I tried reproducing the error on a ping of 100 ms, and anot... skyjake

2015-05-06

20:03 Doomsday Engine Bug #1781: Incorrect ping time in MP info popup
Increased priority because a low ping time is an important consideration when choosing which server to join. skyjake
19:33 Doomsday Engine Bug #2036: Automap lines are not visible
rhargrave wrote:
> At which commit is it working for you?
I'm using cmake-build commit:1f6ede6224, however earlie...
skyjake
11:19 Doomsday Engine Bug #2036: Automap lines are not visible
I tried this on two different machines and the automap was working correctly on both (Ubuntu 64-bit, Nvidia GeForce 7... skyjake

2015-05-05

20:09 Doomsday Engine Bug #2036: Automap lines are not visible
I'll do a clean build and see if this can be reproduced. skyjake
20:07 Doomsday Engine Feature #2037: [Linux] Get Doomsday working with Clang
It should be noted that Apple's version of Clang works flawlessly. Problems with the regular Clang may be just a matt... skyjake
10:22 Doomsday Engine Feature #2035 (New): Map lighting editor (volume, surface, and point sources)
Rethinking and extending the old bias light editor ("bledit":http://dengine.net/dew/index.php?title=Bledit_(Cmd)), th... skyjake

2015-05-03

21:51 Doomsday Engine Feature #2033 (Progressed): Runtime map editor
*This is a parent issue covering the topic of runtime map editing.*
In the long term, the aspiration is to have a ...
skyjake
21:40 Doomsday Engine Feature #2032 (New): Game world debugger/inspector sidebar
When debugging gameplay issues, it would be helpful to see more information about objects visually in addition to jus... skyjake
19:30 Doomsday Engine Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
I've checked that Windows and Unix/X11 builds are working with @QOpenGLWindow@, too. However, there are many small is... skyjake
14:36 Doomsday Engine Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
I've been working on the use of @QOpenGLWindow@. It is now mostly working with Qt 5.4, however at least on OS X it do... skyjake
19:23 Doomsday Engine Feature #1643: Windows installer using WiX Toolset
@cmake-build@ can package a WiX installer. The only thing missing is to fine-tune it and tweak the metadata and appea... skyjake
17:06 Doomsday Engine Feature #1604: Game rules (1p and MP)
Removing target version since this is more of an umbrella topic. Issues targeting specific versions should be more co... skyjake
13:54 Doomsday Engine Feature #2028: libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
Indeed, @libcommon@ is quite a mess. Since its introduction, the long-term objective has been to get rid of the #ifde... skyjake
11:37 Doomsday Engine Bug #2025: Doom64TC does not have a fully functional HUD
danij wrote:
> we plan to replace the implementation entirely using libgui components
To clarify what this means:...
skyjake
07:21 Doomsday Engine Bug #2026 (Rejected): Switches (and possibly other things like them) are not usable in the doom64 plugin
We've been using the Rejected status for issues like this. skyjake
 

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