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From 2014-01-03 to 2014-01-16

2014-01-16

18:00 Bug #1713 (Rejected): [HEXEN] Guardian of Steel switches not animating as intended
skyjake
17:51 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
LOL, I just tried it and pressing it once works in original as well, this can be closed, sorry i wasted your time :s nyakze
17:44 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
I'm sorry, I was wrong. You actually have to only press it once now, instead of 2 times like in original Hexen. So it... nyakze
17:38 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
Err, no. That's not just animation. In 1.13.2 the switches don't move the wall for me no matter how many times I pres... nyakze
17:05 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
Ah, you are referring to the animation of the switch texture, rather than it's function. My apologies for misinterpre... vermil
16:45 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
I'm pretty sure there were a couple more of switches like that ahead in the game also, can't remember which levels th... nyakze
16:36 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
vermil wrote:
> The switches that move the walls appear to be functioning fine for me; they are repeatable, activate...
nyakze
14:53 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
To which switches do you refer to?
The switches that move the walls appear to be functioning fine for me; they are...
vermil
13:55 Bug #1713 (Rejected): [HEXEN] Guardian of Steel switches not animating as intended
The switches in the Guardian of Steel should only work when you press them 2 times in a row, it will make them to hol... nyakze
17:26 Bug #1714: Multiplayer weapons aren't remaining in play
Preplaced weapons I mean. Not ones dropped by various bad guys. vermil
17:25 Bug #1714 (Closed): Multiplayer weapons aren't remaining in play
In Deathmatch mode 1 and Co-operative, weapon pickups are supposed to not be removed from play once picked up, though... vermil
12:27 Bug #1712 (Closed): [Windows] VSync cannot be turned off / forced fps limit (even in windowed mode)
Switching VSync on or off doesn't seem to do anything, same with console command. It happens in both fullscreen and w... nyakze

2014-01-14

11:10 Feature #1700: Warning/error alerts
The UI (alert dialog) still needs some polishing:
* -Don't show entries before they ready to be drawn.-
* -Smoothly...
skyjake
11:09 Feature #1708 (Closed): Logging by domain (with filtering)
Maintaining appropriate log levels and other metadata is something we need to do on ongoing basis, though. skyjake

2014-01-12

16:51 Feature #1429 (In Progress): Support for Freedoom
Freedoom IWAD files renamed: http://dengine.net/forums/viewtopic.php?f=7&t=1671
We should add separate game modes ...
skyjake
12:12 Bug #1707 (Closed): [NVIDIA] Antialiasing with forced driver setting (black screen)
skyjake
12:11 Bug #1704 (Closed): Busy mode background images
skyjake

2014-01-09

12:26 Feature #1711: Automatically switching external music
Just thinking about it; obviously I understand that it's easy for me to sit here and write this, but another thing en... vermil
12:09 Feature #1711 (Rejected): Automatically switching external music
Something crazy probably.
There are many classic user mods out there that contain duplicate, but renamed, music lu...
vermil

2014-01-08

19:03 Bug #1710 (Closed): game-fastmonsters 0/1 doesn't work
The console command; 'game-fastmonsters' appears to not be functioning (i.e it has no effect).
I tested it followi...
vermil

2014-01-07

20:56 Bug #1709 (New): Infine events interfere with taskbar
Pretty much was the subject states. Infine takes control of the taskbar shortcut key, when one imagines it probably s... vermil

2014-01-06

13:56 Feature #1708 (Closed): Logging by domain (with filtering)
It has long been an issue for developers that when working on a particular subsystem with a high verbosity of log mes... skyjake
08:41 Bug #1707: [NVIDIA] Antialiasing with forced driver setting (black screen)
See forums post: http://dengine.net/forums/viewtopic.php?f=7&t=1664#topic skyjake
08:39 Bug #1707 (Closed): [NVIDIA] Antialiasing with forced driver setting (black screen)
There is an issue with the framebuffer changes introduced in 1.13 where certain driver settings (like forcing AA on) ... skyjake
08:27 Bug #1681: Garbled screen build 1080
appending "-nofsaa" to doomsday in the terminal fixes the garbled screen eunbolt
06:11 Bug #788 (Closed): Momentary pause during looped MIDI playback
skyjake
00:31 Bug #788: Momentary pause during looped MIDI playback
Gave the new 1.13.1 release a shot, and this seems to be working great with the new SDL. Tried out a short MIDI, like... sonicdoommario

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
 

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