Activity
From 2014-04-08 to 2014-04-21
2014-04-21
- 21:10 Bug #1705 (Closed): Flickering light decoration on moving platform
- 20:11 Bug #1705 (In Progress): Flickering light decoration on moving platform
- 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.
- 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 ...
- 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...
- 19:07 Bug #1743 (Closed): Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- 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.
- 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.
- 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...
- 18:06 Bug #1750 (Closed): [Deathkings] New game crash while viewing ending
- 17:13 Bug #1750 (Resolved): [Deathkings] New game crash while viewing ending
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,...
- 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...
- 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...
- 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.
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...
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... - 10:14 Bug #1752 (Closed): Doomsday 1.14 crashes at startup when log level is set to verbose or x.verbose
- 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...
- 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...
- 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... - 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.
- 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...
- 08:39 Feature #1768 (Progressed): Boom compatibility
- "PrBoom":http://prboom.sourceforge.net adds many modding features and gameplay enhancements to Doom without sacrifici...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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... - 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... - 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...
- 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...
- 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....
- 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 ... - 07:40 Feature #1755 (Closed): Use FS2 for runtime files
- All runtime files (under */home*) should be read and written using FS2.
- 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...
- 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...
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... - 15:24 Bug #1750 (In Progress): [Deathkings] New game crash while viewing ending
- 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.
- 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 ...
- 10:46 Bug #1748 (Closed): Invalid time shown in Updater settings dialog
- 10:46 Bug #1751 (Closed): Shift key state not recognized by bindings when typing in console
- 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...
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.
- 20:34 Bug #1748 (Resolved): Invalid time shown in Updater settings dialog
- 15:15 Bug #1748 (Closed): Invalid time shown in Updater settings dialog
- The last checked time is probably stored as a high-performance time?
- 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...
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.
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...
- 09:34 Feature #1605 (Closed): Tutorial
2014-04-09
- 20:22 Feature #1745: Performance optimization
- * Gridmap traversal (#1639) => uses relational structure for spatial indexing represented with pointer chains (derefe...
- 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...
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...
- 13:24 Bug #1737 (Closed): [Hexen] Crash starting end game finale
- 12:45 Bug #1737 (In Progress): [Hexen] Crash starting end game finale
- 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...
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