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skyjake's activity

From 2015-05-17 to 2015-05-30

2015-05-29

09:41 Doomsday Engine Feature #1756: URIs for locating/identifying resources and assets
Packages should be thought of as an integral component here, because they have globally unique identifiers and can th... skyjake
09:05 Doomsday Engine Feature #2020 (In Progress): Remove Snowberry from distribution packages
With the transition to CMake and CPack, Snowberry will simply be left out of the produced packages. The documentation... skyjake
09:01 Doomsday Engine Feature #1647 (In Progress): Replace FS1 with FS2-based resource management
Marking this in progress because the basic functionality for FS2 based resource management is being built to support ... skyjake
08:58 Doomsday Engine Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
I'm postponing this work until Qt 5.5 is released (which should be very soon), so we can see if the platform-specific... skyjake
08:49 Doomsday Engine Bug #2074: Interactive console output gets mixed with all other log entries (and possibly gets filtered away)
I agree this is a legitimate problem, however I have some thoughts about the appropriate way to handle this.
It is...
skyjake

2015-05-28

21:05 Doomsday Engine Feature #2072: Gracefully exit to Home on fatal error in a game (e.g., DED/resource error)
In the wiki there is actually an old proposal about this: http://dengine.net/dew/index.php?title=Reduce_use_of_fatal_... skyjake
20:58 Doomsday Engine Feature #1601: Package management
Here's my thinking about the future of package management.
*Local package cache.* On your disk, a set of .packs is...
skyjake

2015-05-27

09:09 Doomsday Engine Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
Should keep an eye on this issue. It could be OpenGL driver dependent, or some glitch in the either Qt or Doomsday's ... skyjake
09:07 Doomsday Engine Feature #1887 (Resolved): Migrate project build system to CMake 3
skyjake

2015-05-25

19:04 Doomsday Engine Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
Tried RC2 on Windows. It fixes the vsync setting for me, although when starting with vsync enabled, I'm still sometim... skyjake
19:01 Doomsday Engine Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
skyjake

2015-05-24

16:46 Doomsday Engine Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
skyjake

2015-05-22

18:19 Doomsday Engine Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
The Windows build of RC1 was compiled using Qt 5.3.1. However, running on my dev system with Qt 5.4.1, vsync and FSAA... skyjake
16:40 Doomsday Engine Bug #2071 (Closed): Vsync and FSAA settings behave incorrectly [1.15 RC1]
Tested Doomsday build 1598 on Windows 8.1, Nvidia GeForce 750 Ti, driver 347.88.
The vsync setting does not do any...
skyjake
18:07 Doomsday Engine Bug #2070 (Resolved): [Windows] Installer does not remove "wadmapconverter.dll"
skyjake
16:31 Doomsday Engine Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
I upgraded an old installation:... skyjake
07:15 Doomsday Engine Feature #2069 (Rejected): Change renderer appearance profile using a command line option
To allow selecting the renderer appearance via Snowberry game profiles, a command line option should be added that se... skyjake

2015-05-21

12:22 Doomsday Engine Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
The Wyvern might be a good debugging case. If it's not resuming its flight plan, that indicates its state, or the fli... skyjake
11:25 Doomsday Engine Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
skyjake
09:41 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
danij wrote:
> Vermil informed me via ICQ that he tested vanilla and it behaved in the same way.
Question then is, ...
skyjake

2015-05-20

22:14 Doomsday Engine Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
vermil wrote:
> Could it be related to the issue I mentioned in the comments of this tracker item; that flyers insta...
skyjake
22:10 Doomsday Engine Bug #1634 (Resolved): [Hexen] Hypostyle: Death Wyvern gets stuck
skyjake
21:40 Doomsday Engine Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I started looking into this bug during my 1.15 RC playthrough. I feel like I'm close to a solution. The key is that t... skyjake
20:14 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
vermil wrote:
> when there was/is a polyobj between them and the player
This sounds like something that definitely ...
skyjake
20:05 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
I attached a save from Shadow Wood, after the puzzle has been completed. Is it correct behavior that the monsters in ... skyjake
19:15 Doomsday Engine Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
Harley51 wrote:
> I've looked for the wadmapconverter.dll file everywhere and it is not found.
Never mind, I forgot...
skyjake
13:06 Doomsday Engine Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
> [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\plugins\wadmapconverter.dll:... skyjake

2015-05-19

21:27 Doomsday Engine Bug #2062: Crash when binding controls (64-bit) [1.15 RC1]
I have now (almost certainly) fixed this by replacing the conversion of signed 32-bit ints to 64-bit pointer with mor... skyjake
21:26 Doomsday Engine Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
Build 1598, OS X 64-bit.
Crash when accessing the symbolic event description:...
skyjake
20:03 Doomsday Engine Bug #2061: Crash when exiting a map (~SectorCluster) [1.15 RC1]
Since this occurred during SectorCluster destruction, it might be related to accessing already deleted objects? skyjake
20:01 Doomsday Engine Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1]
Build 1598, OS X 64-bit.
Null pointer access when returning to Seven Portals from Guardian of Fire:...
skyjake

2015-05-17

18:06 Doomsday Engine Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
skyjake
16:37 Doomsday Engine Bug #2060: [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
It looks like a problem with the mobj that the Centaur is defending against. The mobj in question sometimes, very inf... skyjake
12:42 Doomsday Engine Bug #2060 (In Progress): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
skyjake
12:40 Doomsday Engine Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
In build 1596 on OS X:... skyjake
 

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