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From 2014-10-03 to 2014-10-16

2014-10-16

23:50 Bug #1880 (New): Key repeat rate is dependent on the user's configuration at OS level
In-game key repeat rates are entirely dependent upon how one configures their OS. Obviously this is a very serious is... danij
23:47 Bug #1879 (Closed): [Windows] Doomsday randomly fails to start when/after loading shader definitions
Startup will sometimes fail at the following point, with no explanation in the log as to what is going on:
RenderSys...
danij
06:49 Bug #965 (Closed): [XG] Plane texture class gives new flat a tint of 0
danij
06:20 Bug #965 (In Progress): [XG] Plane texture class gives new flat a tint of 0
danij
03:53 Bug #906 (Closed): [XG] Power class if health below
danij
03:49 Bug #906 (In Progress): [XG] Power class if health below
danij

2014-10-15

18:00 Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
Being completely unfamiliar with the requirements of the Mac OS platform I'll bow to your better judgement here.
H...
danij
17:53 Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
This topic is highly platform-specific. On OS X, we are dealing with self-contained application bundles that are simp... skyjake
17:08 Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
Well, most of those bullet points are already covered by Doomsday's own updater mechanism. The existing updater is:
...
danij
10:07 Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
I suppose the main benefit would be on the Mac where our own updater is pretty wonkily implemented (generated scripts... skyjake
12:34 Feature #1878 (Closed): [MP] Hosted files/pwads etc need client download and auto load/unload files
1. Could DE at some point have a /getwad feature added? ~ or at least something like it.
2. Or perhaps the ability t...
Mr.Rocket

2014-10-14

21:13 Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
What are the practical benefits to using (Win)Sparkle compared to Doomsday's built-in Updater mechanism? I'm fairly h... danij
15:05 Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
There is also "WinSparkle":http://winsparkle.org for Windows. skyjake
11:54 Feature #1877 (New): [Updater] Use Sparkle for automatic updates (on OS X)
"Sparkle":http://sparkle-project.org/ is a popular OS X framework for handling automatic updates. Replacing Doomsday'... skyjake

2014-10-11

12:33 Bug #1870 (Closed): Generators not appearing in certain cases
skyjake
11:08 Bug #1876 (In Progress): [XG] Floor chains appear infunctional
Pretty much what the subject states. They don't appear to work. vermil
06:38 Bug #1875 (Closed): [XG] Colored sector lighting does not affect the transition frame
When rendering a frame used for wiping the screen during transitions between maps, any colored sector lighting effect... danij
06:15 Bug #899 (Closed): XG stops working when loading a save game
danij
06:15 Bug #899: XG stops working when loading a save game
The XG problems in this map set were fixed along with Issue #1105 danij
05:41 Bug #899 (In Progress): XG stops working when loading a save game
danij
04:49 Bug #1105 (Closed): XG sector ambient sounds not saved/loaded
danij
04:32 Bug #1105 (In Progress): XG sector ambient sounds not saved/loaded
danij

2014-10-10

21:26 Feature #1874 (Rejected): Defer creation of savegame folders until needed
Presently savegame folders are created for a game mode when the ResourceSystem receives the relevant Games::Addition ... danij

2014-10-08

17:40 Bug #1873: [HeXen DK] multiplayer crash on Sump
I mean, I know HeXen/HeXen DK MP has several non fatal issues due to it still being a WIP. vermil
17:35 Bug #1873 (Closed): [HeXen DK] multiplayer crash on Sump
I know that HeXen/HeXen DK MP has several non-fatal issues, but as this one is fatal, I figure I should report it.
...
vermil

2014-10-07

04:26 Bug #1866: [Doom] Fortress of Mystery appears between wrong map on E2 intermission
Correct, these fixes won't appear until my @common-episode-definition@ branch is merged to the master. (I addressed t... danij
03:14 Bug #1866: [Doom] Fortress of Mystery appears between wrong map on E2 intermission
Just a quick question, this commit isn't in a build yet, right? Ran around Doom a little bit today and still noticed ... sonicdoommario
00:40 Bug #1872 (Closed): Copyright year of Windows binaries incorrect
Most of the built binaries are either missing this information entirely, or the metadata is out of date. danij

2014-10-06

23:56 Bug #911: [Hexen] Poison cloud vs Repulsion Disc
Issue 1) has now been fixed for the upcoming 1.15 release (commit: 574cb63a). danij
23:45 Bug #911: [Hexen] Poison cloud vs Repulsion Disc
Issue 1) has now been fixed for the upcoming 1.15 release (commit: 574cb63a). danij
21:22 Bug #1800 (Closed): [Doom] Monster Teleport Issue (TNT MAP31)
danij
21:22 Bug #1800: [Doom] Monster Teleport Issue (TNT MAP31)
Evidently this was indeed caused by Issue #1862. Since that fix this teleport trap in TNT MAP31 is now behaving much ... danij

2014-10-05

20:07 Bug #1701: [Doom] Map08/ExM8 sound emulation
Judging by the linuxdoom-1.10 source release, this does appear to be a deliberate change. Should this be compatibilit... danij
19:57 Bug #1706 (Closed): Default Mapinfo music glitch
danij
19:51 Bug #1796 (Closed): Damage stage mix up in some models.
danij
19:48 Bug #1800: [Doom] Monster Teleport Issue (TNT MAP31)
This needs testing again following the recent fix for Issue #1862 danij
19:37 Bug #1817: Premap infine and preplaying music oversight
Is there a mod compatibility reason for the change you suggest?
The original games' logic for music queuing is bas...
danij
19:34 Bug #1817 (Feedback): Premap infine and preplaying music oversight
danij
19:29 Bug #1856: Alert on first launch because game.cfg not found
Raised to High priority because an alert on first launch is very alarming to a new user (and in this case misleading ... danij
19:23 Bug #1849 (Closed): [DOOM] FIREBLU in Plutonia
danij
19:16 Bug #1849 (In Progress): [DOOM] FIREBLU in Plutonia
danij
17:57 Bug #1863: [automap] line updating
Re: Deferring of line visibility updates until the player first moves
This is due to a bug in vanilla. As far as I...
danij
17:48 Bug #1866: [Doom] Fortress of Mystery appears between wrong map on E2 intermission
As the intermission has undergone significant changes for 1.15 in the common-episode-definition branch, this bug has ... danij
17:35 Bug #1866 (In Progress): [Doom] Fortress of Mystery appears between wrong map on E2 intermission
danij
16:16 Bug #1870: Generators not appearing in certain cases
@MobjThinkerData@ currently gets created the first time a mobj thinks (in thinkers.cpp @initPrivateData()@). This is ... skyjake
16:07 Bug #1870: Generators not appearing in certain cases
The reason this fails is because during the first call to Mobj_SetState in P_SpawnMobjXYZ there is no MobjThinkerData... danij
06:09 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
Logging the values of GAMETIC and (((int) GAMETIC) & 3) in A_Tracer shows that this bug occurs when the step value fo... danij
03:59 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
I have attached a DOOM II savegame, DoomSav2.save which makes debugging this issue easier. In this savegame I have or... danij
02:37 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
Further testing shows that the tracer's target is in fact not being lost at all. The problem is that the deterministi... danij
01:17 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
Initial testing reveals that this is indeed not a savegame issue. After instrumenting and comparing interpretation of... danij

2014-10-04

22:44 Feature #1867: Extract patch/sprite offsets from PNG 'grAb' chunk (ZDoom)
The reason the patches and sprites are offset incorrectly when read from in-wad PNG images is because the offset info... danij
01:05 Bug #1871 (Closed): Wrong model skin selected
danij
00:16 Bug #1871: Wrong model skin selected
Turns out that the skin selection problem is indeed caused by a change in the #skin => Texture mapping table. I'm cur... danij
00:15 Bug #1871 (In Progress): Wrong model skin selected
danij

2014-10-03

23:00 Bug #1871: Wrong model skin selected
Ok, despite the fact that the wrong model file is used (which also seems to be the case in previous versions of Dooms... danij
20:46 Bug #1871: Wrong model skin selected
Evidently the reason this occurs is because the wrong model is being used. In the jDRP there are two versions of brui... danij
18:40 Bug #1871 (Closed): Wrong model skin selected
When using the jDRP in build 1371 the skin selected for the Hell Knight's head model is incorrect resulting in a skin... danij
 

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