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From 2013-12-22 to 2014-01-04

2014-01-04

13:17 Bug #788: Momentary pause during looped MIDI playback
This should be re-tested now that SDL has been upgraded. skyjake
13:16 Feature #1692 (Closed): [Windows] Upgrade SDL / SDL_mixer
Upgraded SDL to 1.2.15 and SDL_mixer to 1.2.12. skyjake
00:55 Feature #1692 (In Progress): [Windows] Upgrade SDL / SDL_mixer
skyjake
00:24 Bug #1704 (In Progress): Busy mode background images
skyjake

2014-01-03

23:57 Bug #1706 (Closed): Default Mapinfo music glitch
The music track used by the default MapInfo def is changed to the intermission screen if the player completes a map t... vermil
23:52 Bug #1705 (Closed): Flickering light decoration on moving platform
At the start of TNT Map06, is a moving platform that uses a flat that Dday's default defs attach dlights to.
As th...
vermil
23:50 Bug #1704 (Closed): Busy mode background images
Using 1.13 stable.
In Heretic, going from an intermission screen to a map produces a black screen during loading i...
vermil
20:11 Bug #1703 (Closed): [OS X] Shell uses the wrong UI font
There is a bug in Qt 4.8 on OS X 10.9 Mavericks where the wrong font is used for UI widgets.
See: "QTBUG-32789":http...
skyjake
20:02 Bug #1691 (Closed): UI and full screen/window toggle
skyjake
20:01 Bug #1702 (Closed): Crash when multiple clients join a game
See: http://dengine.net/forums/viewtopic.php?f=7&t=1662#topic
If no bindings exist for a player, @P_IsControlBound...
skyjake
17:03 Bug #1701 (New): [Doom] Map08/ExM8 sound emulation
In Vanilla Doom, on ExM8 and Map08, all sounds are not cut off.
However, Dday only replicates this behaviour for t...
vermil
16:44 Feature #1509 (Closed): Option to stop active/sight sounds if emitter killed
skyjake
16:36 Feature #1509: Option to stop active/sight sounds if emitter killed
I think the 'sound-overlap-stop' cvar covers this old RFE. vermil
11:38 Feature #1509: Option to stop active/sight sounds if emitter killed
My apologies; I am no longer sure of the accuracy of what I originally wrote above and thus have withdrawn it. vermil
11:18 Feature #1509: Option to stop active/sight sounds if emitter killed
Withdrawn; my apologies. vermil
16:40 Bug #1667 (Rejected): Player weapon sounds interrupt "dont_stop" sounds
skyjake
16:31 Bug #1667: Player weapon sounds interrupt "dont_stop" sounds
Puzzling, upon retesting this issue in 1.13, it appears to no longer occur.
Maybe it happened to be the specific b...
vermil
16:25 Feature #1596 (Closed): [Updater] Notify when network connection fails
skyjake
16:24 Feature #1700 (Closed): Warning/error alerts
When a warning is entered into the log or an error occurs, there should be a clear alert notification given to the us... skyjake
12:40 Feature #1699 (New): Particle renderer 2.0
The current particle effects system has some severe bottlenecks (it does not utilize the GPU (shaders, VBOs), instead... skyjake
12:36 Feature #1698 (New): Editor for particle generators
There should be an in-game editor UI for designing particle effects.
* Adjust parameters in real time.
* See how th...
skyjake

2014-01-01

22:30 Bug #1691 (Resolved): UI and full screen/window toggle
I've made it so that any open popups will now check global key bindings before preventing the event from progressing ... skyjake
17:10 Bug #1697 (Closed): [MP] Busy mode transition frame missing when joining
skyjake
16:59 Bug #1697 (Closed): [MP] Busy mode transition frame missing when joining
While waiting for a network connection to form, the game widget contents are not being drawn. They should have been f... skyjake
17:09 Bug #1693 (Closed): Crash when joining multiplayer game with Vanilla profile
skyjake
16:48 Bug #1693 (In Progress): Crash when joining multiplayer game with Vanilla profile
skyjake
15:06 Bug #1696 (Closed): BspLeaf::cluster: No sector cluster is attributed
A few reports from the forums:
* http://dengine.net/forums/viewtopic.php?f=7&t=1660 (1.13 without addons)
* http://...
skyjake
12:20 Feature #1695 (Closed): Option to prevent LAN server discovery
There should be a way to stop the client from trying to find servers on the local network. For instance, a command li... skyjake

2013-12-31

08:50 Feature #1694 (New): [Doom] Invulnerability animation: full bright sync, apply tic rate
The focus on the Doom invulnerability filter using Dday's first ever view shader, for 1.13's release has made me noti... vermil

2013-12-30

20:28 Bug #1693 (Closed): Crash when joining multiplayer game with Vanilla profile
See forums post: http://dengine.net/forums/viewtopic.php?f=7&t=1633#topic skyjake
18:03 Feature #1692 (Closed): [Windows] Upgrade SDL / SDL_mixer
Potentially fixes a MIDI looping stutter issue. skyjake

2013-12-29

19:43 Bug #1691: UI and full screen/window toggle
I meant while one has the taskbar UI open; when one has just the task bar open, one can toggle between window and ful... vermil
19:41 Bug #1691 (Closed): UI and full screen/window toggle
I wasn't sure whether to class this as a bug or RFE.
One can't toggle between full screen and window, while the ta...
vermil
19:35 Bug #1690 (Closed): [Windows] OpenAL sound plugin not being found
skyjake

2013-12-26

22:15 Bug #1690 (In Progress): [Windows] OpenAL sound plugin not being found
commit:85a37c89 will hopefully fix this. skyjake
11:10 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 Bug #1689 (Closed): game options
skyjake
11:08 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 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 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 Bug #1659 (Closed): Crash when loading a save game of Ultimate Doom
skyjake
13:06 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 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 Feature #1503 (Closed): [Unix] Basic command line options (e.g., help, version)
skyjake
13:10 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 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 Feature #1656 (Closed): UI for VR / Oculus Rift config
skyjake
12:24 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 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 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 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 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 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 Bug #1133 (Closed): Menu selector is tiny in Hell Revealed 2
danij
 

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