skyjake's activity
From 2015-05-17 to 2015-05-30
2015-05-29
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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...
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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...
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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 ...
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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...
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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...
2015-05-28
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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_...
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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...
2015-05-27
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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 ...
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09:07 Doomsday Engine Feature #1887 (Resolved): Migrate project build system to CMake 3
2015-05-25
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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...
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19:01 Doomsday Engine Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
2015-05-24
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16:46 Doomsday Engine Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
2015-05-22
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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...
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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... -
18:07 Doomsday Engine Bug #2070 (Resolved): [Windows] Installer does not remove "wadmapconverter.dll"
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16:31 Doomsday Engine Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
- I upgraded an old installation:...
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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...
2015-05-21
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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...
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11:25 Doomsday Engine Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
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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, ...
2015-05-20
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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... -
22:10 Doomsday Engine Bug #1634 (Resolved): [Hexen] Hypostyle: Death Wyvern gets stuck
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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...
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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 ... -
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 ...
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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... -
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:...
2015-05-19
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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...
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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:... -
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?
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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:...
2015-05-17
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18:06 Doomsday Engine Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
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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...
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12:42 Doomsday Engine Bug #2060 (In Progress): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
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12:40 Doomsday Engine Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- In build 1596 on OS X:...
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