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From 2014-04-08 to 2014-04-21

2014-04-21

21:10 Bug #1705 (Closed): Flickering light decoration on moving platform
skyjake
20:11 Bug #1705 (In Progress): Flickering light decoration on moving platform
skyjake
20:07 Bug #1725 (Closed): Heretic ghost mummies' floating spirits not disappearing after death
The @df_brightshadow2@ flag of the mummy ghost was being ignored during rendering of the submodel. skyjake
19:40 Feature #1774: Use "-savedir" option to the configure where saves are stored
Thanks for the clarification. I looked through the release notes and detailed list of changes for 1.14.0 and this is ... mezlo
17:33 Feature #1774: Use "-savedir" option to the configure where saves are stored
The storage location of savegames has indeed changed in 1.14. The save files are now always stored under _<userdir>/s... skyjake
19:07 Bug #1743 (Closed): Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
skyjake
17:59 Bug #1743 (Resolved): Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
This was caused by mismanagement of particle generator IDs. skyjake
19:03 Bug #1773: Black screen with driver-overridden FSAA (AMD 24x)
I see. I'm not a programmer of any kind but let me know if I can do any testing to help fix this. waverider
18:15 Bug #1773: Black screen with driver-overridden FSAA (AMD 24x)
Unfortunately, there isn't much we can do about this at the moment. I don't have access to any Windows systems runnin... skyjake
18:06 Bug #1750 (Closed): [Deathkings] New game crash while viewing ending
skyjake
17:13 Bug #1750 (Resolved): [Deathkings] New game crash while viewing ending
skyjake

2014-04-20

12:01 Feature #1774: Use "-savedir" option to the configure where saves are stored
I forgot to mention that when I restarted Doomsday it loaded the savegame from G:\DOOM\Doomsday\user\savegames\doom2,... mezlo
11:49 Feature #1774: Use "-savedir" option to the configure where saves are stored
Just to clarify, my response file specifies *-userdir "G:\DOOM\Doomsday\WADS\user" -savedir "G:\DOOM\Doomsday\WADS\us... mezlo
05:03 Feature #1774 (New): Use "-savedir" option to the configure where saves are stored
I know that 1.14.0 includes several changes/enhancements to savegame handling in Doomsday. I use response files for d... mezlo
01:41 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
Well, it is good that you are one step closer to fixing the problem, as your post suggests. Gary

2014-04-19

19:30 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
Judging from the various user reports on this issue it is now pretty clear that some change after 1.12 stable has res... danij

2014-04-18

10:33 Bug #1773 (Closed): Black screen with driver-overridden FSAA (AMD 24x)
Hello,
I get a black screen when I try to start Doomsday 1.14.0 with Anti-aliasing set to 24x or 24xEQ on my AMD R...
waverider
10:14 Bug #1752 (Closed): Doomsday 1.14 crashes at startup when log level is set to verbose or x.verbose
skyjake
09:39 Feature #1772 (Closed): Console menu: Copy log file path to clipboard
To make it easier to find where the log file is written, there could be an option in the Console [>] menu to copy its... skyjake
09:37 Feature #1771 (Closed): Delete savegames via Game Selection menu
Now that savegames are listed in the Game Selection menus, there should be an option to delete them, too. In practice... skyjake
09:33 Feature #1770 (Closed): Tutorial improvements
* Back button to allow stepping back in the tutorial.
* < and > arrows icons for buttons.
* Dotted progress bar ind...
skyjake
09:02 Bug #1769 (Closed): [Snowberry] Obsolete log verbosity options
The log level names were updated in 1.14, and also the @-devlog@ option needs to be added. skyjake
08:42 Feature #1768: Boom compatibility
danij has been working on this for years and much of the required work has already been done: http://dengine.net/foru... skyjake
08:39 Feature #1768 (Progressed): Boom compatibility
"PrBoom":http://prboom.sourceforge.net adds many modding features and gameplay enhancements to Doom without sacrifici... skyjake
08:35 Feature #1767 (New): Network delta profiler
In a multiplayer game, the server will periodically determine what has changed in the game world and send out notific... skyjake
08:33 Feature #1766 (Closed): Server-supplied (i.e., remote) resource files
The server provides clients with required resources, if the clients lack local copies. This would include PWADs, addo... skyjake
08:26 Feature #1765 (New): Multiplayer savegames (co-op)
The server has all the information it needs to save the complete state of the game. It just needs to sync the state a... skyjake
08:22 Feature #1764 (New): DMU 2.0: Generate network deltas
Take advantage of DMU calls to generate network world state deltas. The core idea is that because all changes done to... skyjake
08:14 Feature #1763 (New): Autosaving
At certain times, for instance when installing an update to the engine, it is necessary to save the game automaticall... skyjake
08:12 Feature #1762 (New): Game hierarchy
Many of the supported games are variants of some other supported game. Therefore, games should form a hierarchy so th... skyjake
08:03 Feature #1761 (Closed): FS2 resource packages
There are already conventions in place for resource packaging in FS2:
* zipped folders with @.pack@, @.save@, etc. e...
skyjake
07:56 Feature #1759 (Rejected): Plugins 2.0
The plugin mechanism should support C++ classes, too, and be provided for all via @libdeng2@.
See proposal: "Plugi...
skyjake
07:53 Feature #1758 (New): Separate left/right modifier keys (Shift, Alt, etc.)
If the left and right modifier keys would be detected separately, this could allow more fine-grained key bindings. Us... skyjake
07:50 Feature #1757 (New): Separate server and client sources
Currently the server is being built from the same source files as the client, using the @__SERVER__@ preprocessor def... skyjake
07:45 Feature #1756 (Rejected): URIs for locating/identifying resources and assets
Currently resource management is largely done in the client app, which includes URIs and resource namespaces/schemes.... skyjake
07:42 Feature #1755: Use FS2 for runtime files
The files that needs updating are:
* client.id (could be in Config)
* configs/* (renderer profiles already written ...
skyjake
07:40 Feature #1755 (Closed): Use FS2 for runtime files
All runtime files (under */home*) should be read and written using FS2. skyjake
07:36 Feature #1754 (New): Start local server using client GUI
In order to facilitate #9 and MP gameplay improvements, it should be possible to start a local server also via the cl... skyjake
07:31 Feature #1753 (Rejected): Improved Master Server API
Currently Doomsday sends the full set of information about every public server to the master, wasting a lot of bandwi... skyjake

2014-04-17

22:20 Bug #1752 (Closed): Doomsday 1.14 crashes at startup when log level is set to verbose or x.verbose
It shows this text in a messagebox:
> Application terminated due to exception:
> Uncaught exception during loop i...
sunem
15:24 Bug #1750 (In Progress): [Deathkings] New game crash while viewing ending
skyjake
11:01 Bug #1750: [Deathkings] New game crash while viewing ending
Further testing reveals it's HeXen DK exclusively. The original HeXen doesn't appear to crash. vermil
10:54 Bug #1750: [Deathkings] New game crash while viewing ending
Does this happen every time? Does it depend on which player class is active during the finale? At which point in the ... skyjake
10:46 Bug #1748 (Closed): Invalid time shown in Updater settings dialog
skyjake
10:46 Bug #1751 (Closed): Shift key state not recognized by bindings when typing in console
skyjake
08:56 Bug #1751 (Closed): Shift key state not recognized by bindings when typing in console
It seems that the console command line widget is not letting the Shift key state be updated appropriately for binding... skyjake

2014-04-16

23:37 Bug #1750 (Closed): [Deathkings] New game crash while viewing ending
If one tries to start a new game of HeXen while the game ending is running, it causes a seg fault. vermil
20:34 Bug #1748 (Resolved): Invalid time shown in Updater settings dialog
skyjake
15:15 Bug #1748 (Closed): Invalid time shown in Updater settings dialog
The last checked time is probably stored as a high-performance time? skyjake
20:01 Feature #1749 (New): Built-in effects should come in resource packs
All the effects and resources that Doomsday adds in the default, built-in distribution should be packaged in resource... skyjake

2014-04-15

20:57 Bug #1740 (Closed): [HeXen] Star Bridge no longer solid
This affected *all* collision checks in Hexen when checking if a mobj is on top of another mobj. skyjake

2014-04-10

17:59 Feature #1746 (Closed): Enable C++11
C++11 has plenty of goodies, for instance lambdas and @auto@ being some of the most helpful ones. Especially when mig... skyjake
09:34 Feature #1605 (Closed): Tutorial
skyjake

2014-04-09

20:22 Feature #1745: Performance optimization
* Gridmap traversal (#1639) => uses relational structure for spatial indexing represented with pointer chains (derefe... skyjake
20:21 Feature #1745 (Progressed): Performance optimization
This issue is a shortlist of possible/pertinent optimizations that could be applied for better performance and/or mem... skyjake

2014-04-08

22:00 Bug #1744 (New): [Heretic] Waterfall sounds switch from left to right (centered in vanilla)
In Dday, at the start of E3M8, the waterfall sounds switch from left to right, albeit consistently, rather than sound... vermil
13:24 Bug #1737 (Closed): [Hexen] Crash starting end game finale
danij
12:45 Bug #1737 (In Progress): [Hexen] Crash starting end game finale
danij
12:32 Bug #1710 (Closed): game-fastmonsters 0/1 doesn't work
Changing game rules using cvars is not the right approach. Game rule management will be folded into game session prof... danij
 

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