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From 2014-04-20 to 2014-05-03

2014-05-03

23:05 Bug #1797 (In Progress): Crash playing sci2.wad MAP13 (Doom 2)
danij
22:43 Bug #1797: Crash playing sci2.wad MAP13 (Doom 2)
I've tried to reproduce this on Windows but so far I've had no luck. Can you provide any more info? Are you loading a... danij
17:45 Bug #1797 (Closed): Crash playing sci2.wad MAP13 (Doom 2)
When playing sci2.wad under Doomsday 1.14.1, Doomsday crashes with a Segmentation Violation on MAP13 when you turn ri... mezlo
09:18 Bug #1796 (Closed): Damage stage mix up in some models.
Hell Knight in the JDRP has a mixed up damage stage and the head of the baron of hell is swapped in the knight's plac... Gary
08:14 Bug #1795 (Feedback): Dynamic map-hacks dependent on non-neighbor planes
danij
08:10 Bug #1795 (Closed): Dynamic map-hacks dependent on non-neighbor planes
See report in the forums: http://dengine.net/forums/viewtopic.php?f=9&t=1765#topic
This particular map-hack constr...
danij
03:01 Bug #1791 (Closed): [Hexen] Hub state reset after saving
danij

2014-05-02

15:23 Feature #1794 (Closed): Mobile apps and shared client/server code (more modular code structure)
Currently, the client and the server are separate applications but share some of the source code files. This is not a... skyjake
15:06 Bug #1791 (In Progress): [Hexen] Hub state reset after saving
skyjake

2014-05-01

15:50 Feature #1637: Switch to Qt 5
Qt 5.3 is working well enough on OS X for our purposes. 1.15 could potentially be made with Qt 5.3/5.4. skyjake
11:21 Feature #1793 (New): Use rich formatting in help strings
The help strings database @cphelp.txt@ should be enhanced to use rich formatting and Info syntax for the files. We al... skyjake
08:28 Bug #1792 (Closed): [OS X] Failed to load example plugin
The example plugin is not prepared for deployment and should not be included in the distribution packages on OS X.
<...
skyjake

2014-04-30

20:29 Bug #1791 (Closed): [Hexen] Hub state reset after saving
See report in the forums: http://dengine.net/forums/viewtopic.php?f=7&t=1769&p=11225#p11223
Steps to reproduce:
#...
skyjake
20:09 Bug #1790 (Closed): Crash after starting install of update
skyjake
17:21 Bug #1790 (Closed): Crash after starting install of update
At least on OS X, when one starts the installation of an update, there is a crash when the Doomsday process is cleani... skyjake

2014-04-28

12:40 Feature #1789 (Closed): @include directive for Info files
Info and ScriptedInfo files should have a @include directive that allows inserting the contents of another Info file ... skyjake

2014-04-27

23:08 Bug #1093: Single Use Teleporter Malfunction
Neither of these issues are bugs in Dday and actually quirks of Vanilla Doom and Heretic that Dday replicates.
*Is...
vermil
22:31 Bug #1093: Single Use Teleporter Malfunction
I did a test of the second issue, and it appears to be a problem in Vanilla Doom as well. If you walk over the back s... sonicdoommario

2014-04-26

18:49 Feature #1788 (Rejected): Command line options should take native paths relative to cwd
The -out option currently takes a path that is relative to @/home@, i.e., it's an FS2 path. It is not possible to dir... skyjake
18:06 Bug #1589: [Windows] Missing icons
commit:60846f92 does not seem to help; the uninstaller icon is still a generic one in Add/Remove Programs. skyjake
11:30 Bug #1780 (Closed): Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
Marking closed for now, let's see if it resurfaces after 1.14.1. skyjake

2014-04-25

22:59 Bug #1780: Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
Curiously though, it doesn't appear to occur anymore (I had upgraded from a 1.14 unstable to 1.14 and since this repo... vermil
22:56 Bug #1780: Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
Apologies for the lack of detail. It only seems to occur when the MP GUI is opened from the game menu (i.e not the ta... vermil
19:18 Bug #1780: Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
vermil wrote:
> when one refocuses on the Dday window
To clarify:
* This is Windows 7/8?
* Fullscreen, maximize...
skyjake
15:39 Bug #1783 (New): Ambient occlusion crosses sectors with different heights
Wad file attached showing the bug (first seen in doom 2 in name only project). Can't find a way to describe it accurr... XCOPY
07:35 Bug #1589: [Windows] Missing icons
The updated icon of commit:99770c4a is being used by Inno Setup as the new uninstaller icon. This might mean that it ... skyjake
06:23 Bug #1589: [Windows] Missing icons
Just wanted to update this. With the latest change the Doomsday desktop icons (at least on Win7 64-bit) show up fine ... sonicdoommario
07:29 Feature #1782 (Closed): Optimize line side surface decoration updating following plane move
danij
07:27 Feature #1782 (Closed): Optimize line side surface decoration updating following plane move
Currently whenever a plane move occurs all LineSides in and adjoining the plane's sector are marked for a full decora... danij

2014-04-24

12:05 Bug #1780: Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
vermil wrote:
> Also, I'm not sure the info about the estimated ping is correct. It always seems to estimate 0 even ...
skyjake
10:49 Bug #1780 (In Progress): Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
skyjake
10:47 Bug #1780: Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
Also, I'm not sure the info about the estimated ping is correct. It always seems to estimate 0 even when it's clearly... vermil
10:46 Bug #1780 (Closed): Refocusing window creates duplicate MP dialog (mouse click handled by game menu)
If one switches to another window while Dday's MP gui is open, a duplicate of the MP gui is created on top of the old... vermil
12:04 Bug #1719 (Closed): Letterboxed/pillarboxed drawing of the game is broken
skyjake
12:02 Bug #1778 (Closed): Error when running doomsday-host
skyjake
10:38 Bug #1778: Error when running doomsday-host
It now works.
Thanks
eunbolt
08:20 Bug #1778 (Feedback): Error when running doomsday-host
skyjake
08:20 Bug #1778: Error when running doomsday-host
Does commit:8e48259c fix the issue? If not, please attach your config file. skyjake
02:14 Bug #1778 (Closed): Error when running doomsday-host

[code][dave@theHostess bin]$ ./doomsday-host
/home/dave/.doomsdayhost.pid is stale, ignoring it.
Traceback (most ...
eunbolt
10:50 Bug #1781 (Closed): Incorrect ping time in MP info popup
The ping time to a server is not being esimated correctly. skyjake
07:22 Feature #1779: [Home] Show project news and dev blog
Requires #1777. skyjake
07:21 Feature #1779 (New): [Home] Show project news and dev blog
As on the dengine.net website, the latest project news and dev blog post(s) could be shown in the Home screen.
* Opt...
skyjake

2014-04-23

19:21 Bug #1776 (Closed): [Doom] Invulnerability effect not cleared between maps (leaving a map)
skyjake
15:03 Bug #1776: [Doom] Invulnerability effect not cleared between maps (leaving a map)
While I'm here, I can't recall if I actually reported this in the past (I can't find it on here)
Dday changes the ...
vermil
14:47 Bug #1776 (In Progress): [Doom] Invulnerability effect not cleared between maps (leaving a map)
skyjake
14:43 Bug #1776 (Closed): [Doom] Invulnerability effect not cleared between maps (leaving a map)
In Doom, the invulnerability screen filter isn't completely cleared between maps.
If the player exits a map with a...
vermil
18:50 Bug #1775 (Closed): Gracefully abort if OpenGL version isn't sufficient
skyjake

2014-04-22

20:02 Bug #1775 (Resolved): Gracefully abort if OpenGL version isn't sufficient
skyjake
19:38 Bug #1775 (In Progress): Gracefully abort if OpenGL version isn't sufficient
skyjake
19:38 Bug #1775: Gracefully abort if OpenGL version isn't sufficient
Doomsday should already be showing a notification dialog if the system's OpenGL version is less than 2.0. There must ... skyjake
19:34 Bug #1775 (Closed): Gracefully abort if OpenGL version isn't sufficient
Pretty much what the subject states. In the recent past, I ran into a user having issues with modern Dday crashing on... vermil
19:45 Bug #1731: Click to focus window also closes top-most taskbar dialog/popup (Windows only?)
Precisely. The bug is that this behavior is *not* replicated. danij
19:08 Bug #1731 (Rejected): Click to focus window also closes top-most taskbar dialog/popup (Windows only?)
> Use a mouse click to re-focus on Doomsday
Clicking inside the Doomsday UI? AFAIK, this is normal Windows UI beha...
skyjake
19:23 Bug #1127 (Closed): [Linux] Linking error when old libs exist in /usr/lib
skyjake
17:28 Feature #1449 (In Progress): Setup bindings/controls via taskbar UI
A simple key binding widget exists for the Console shortcut key. skyjake
15:01 Feature #8 (In Progress): New GL2 based model renderer
skyjake
15:00 Feature #1625 (In Progress): Per-pixel surface shading (bump/specular/reflection etc. mapping)
skyjake
14:59 Feature #1246 (In Progress): Support newer model formats and skeletal animation
skyjake
14:32 Bug #1719 (Resolved): Letterboxed/pillarboxed drawing of the game is broken
There were actually several issues at play here; see commit notes. skyjake
11:04 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
Well, my issue was that when there was a screen melt transition from a non-letterboxed screen, to a letterboxed one, ... vermil
10:40 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
I'm having trouble reproducing the issue. Which cvar values should I use and which exact transition should I be looki... skyjake
10:07 Bug #1714 (Closed): Multiplayer weapons aren't remaining in play
skyjake
07:20 Bug #1714 (In Progress): Multiplayer weapons aren't remaining in play
skyjake

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
 

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