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From 2014-10-05 to 2014-10-18

2014-10-18

21:22 Bug #1880: Key repeat rate is dependent on the user's configuration at OS level
Keyboard turning uses repeaters and will therefore feel completely different to vanilla because the rate and delay ar... danij
20:06 Bug #1880: Key repeat rate is dependent on the user's configuration at OS level
This change was introduced in "version 1.11":http://dengine.net/dew/index.php?title=Detailed_list_of_changes_in_Dooms... skyjake
20:10 Bug #1881: 350+ exceptions thrown during initial startup (prior to loading a game)
Any breakdown on the type of exceptions being thrown? skyjake
20:00 Bug #1882: 1.15.0 Build #1385 Multiplayer options game server list
Are these your own servers? Currently there is a known issue where a server is reported twice if Doomsday finds it bo... skyjake
11:43 Bug #1882 (Closed): 1.15.0 Build #1385 Multiplayer options game server list
On Windows 8.1..
DE in-game multiplayer options, game server listing, the running servers tend to want to show up in...
Mr.Rocket

2014-10-17

00:38 Bug #1881 (Closed): 350+ exceptions thrown during initial startup (prior to loading a game)
Clearly excessive. The majority of these are not truly exceptional circumstances so therefore should not be handled u... danij

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
 

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