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From 2014-10-15 to 2014-10-28

2014-10-28

16:57 Bug #1856 (In Progress): Alert on first launch because game.cfg not found
danij
16:26 Bug #1892 (Closed): Window incorrectly sized when display mode changes during startup (random)
sonicdoommario wrote:
This is an issue I have had since the 1.15 unstable builds. Sometimes, when starting Doomsday,...
danij
13:51 Feature #1891: Notification area animations
I restored the accidentally deleted comment. We can certainly look into better Redmine themes, although I'm pretty su... skyjake
13:40 Feature #1891: Notification area animations
skyjake wrote:
> separate indicator for each subsystem
To me this seems like unnecessary complication. I really can...
danij
13:22 Feature #1891: Notification area animations
vermil wrote:
> option to split the currently one warning indication log, into multiple smaller ones
I kind of li...
skyjake
11:59 Feature #1891: Notification area animations
I am reminded, that the post reply button on here (the trackers) is perhaps incorrectly called 'edit' even though it,... vermil
11:58 Feature #1891: Notification area animations
May I suggest consideration of visually different 'pulse' types depending on issue type. Let's say resource, engine a... vermil
11:43 Feature #1891 (Progressed): Notification area animations
The animations occurring in the notification area could be improved further. For instance, if an alert notification s... skyjake
11:45 Feature #1848: Auto-hide warning indicator after X minutes
I added #1891 to cover overall improvements to the notification area, as these are not specific to the alerts as such... skyjake

2014-10-27

22:01 Feature #1848: Auto-hide warning indicator after X minutes
Another minor improvement I'd like to see is for the indicator to "flex" when a new alert first occurs. Presently, if... danij
21:02 Feature #1848: Auto-hide warning indicator after X minutes
There is a potential for miscommunication of the status of the alert(s) with this kind of mechanism. If an uneducated... danij
20:08 Feature #1848 (Closed): Auto-hide warning indicator after X minutes
skyjake
17:16 Feature #1852: Support for Oculus Rift DK2 (extended desktop mode, LibOVR 0.4.3)
With LibOVR 0.4.2 things are working a bit better. However, direct rendering mode does not appear to be compatible wi... skyjake
17:14 Feature #1246 (Closed): Support newer model formats and skeletal animation
skyjake
17:13 Feature #1246: Support newer model formats and skeletal animation
Closing this issue because it is so old and 1.15 now uses libassimp to import various model formats, and the GL2 mode... skyjake
17:06 Feature #8: New GL2 based model renderer
Added issue #1890 as a continuation of this work. The renderer itself is fully functional at the moment, the next ste... skyjake
17:05 Feature #8 (Closed): New GL2 based model renderer
skyjake
17:04 Feature #1890 (Closed): New sequence-based model animation mechanism
Now that a new subsystem exists for rendering models (#8), it needs to have a more sophisticated animation mechanism ... skyjake
16:46 Bug #1889 (Closed): Resetting last-used/quick save slot on game change
danij
16:46 Bug #1889 (Closed): Resetting last-used/quick save slot on game change
When the game changes the last-used/quick save slots determined for previous game are not forgotten. danij
15:35 Bug #1591: [BSP] Fully overlapped map geometry is not always split
The issue with the creation of superfluous line segments has now been addressed for 1.15
The second issue concerni...
danij

2014-10-26

19:08 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
This should be re-tested with all the recent threading-related fixes. skyjake
18:43 Bug #1873: [HeXen DK] multiplayer crash on Sump
Committed a fix that should prevent the crash. Played around Sump in MP for a while without crashing, the biggest pro... skyjake
18:42 Bug #1873 (Feedback): [HeXen DK] multiplayer crash on Sump
skyjake
17:55 Bug #1873 (In Progress): [HeXen DK] multiplayer crash on Sump
skyjake
12:31 Bug #1888 (Rejected): doomsday 1393 segfault ubuntu 14.10 radeon drivers

first half is gdb trace
second half is glxinfo output
@davetheBeast:~$ gdb doomsday
GNU gdb (Ubuntu 7.8-1ubunt...
eunbolt

2014-10-25

23:42 Bug #1591 (In Progress): [BSP] Fully overlapped map geometry is not always split
danij
21:06 Bug #1591: [BSP] Fully overlapped map geometry is not always split
Closer inspection reveals there are actually two underlying issues here that result in geometry being split incorrect... danij

2014-10-20

15:35 Feature #1887 (Closed): Migrate project build system to CMake 3
CMake is much improved compared to the last time Doomsday used CMake for building the project. Nowadays we should be ... skyjake
15:17 Feature #1886 (In Progress): Use SDL 2 for window management, display modes, color correction, and keyboard/mouse/gamepad input
SDL 2 has quite good support for low-level functionality that is essential to games. Particularly, it supports native... skyjake
15:14 Feature #1741 (Closed): Upgrade to SDL 2
skyjake

2014-10-19

19:53 Bug #1885 (New): [Multiplayer] Incorrect player numbers in scoreboard between maps
The between map scoreboard doesn't appear to take into account that the server is player1.
The first actual player...
vermil
19:52 Bug #1884 (Closed): Current MP game not automatically disconnected when connecting to a new server (unable to switch between servers on the same IP address)
One can't join a different server on the same IP address.
Dday doesn't switch servers and the alert log incorrectl...
vermil
19:50 Bug #1883 (New): [MP] no teleporter sound when spawning/respawning
At least in Doom2, there is no spawn sound when one enters or respawns in a multiplayer game. vermil
18:36 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
As is my understanding, Dday currently has 4 separate start up issues; AA, shader, Snowberry and mobj list.
I'm cu...
vermil
04:39 Bug #1882: 1.15.0 Build #1385 Multiplayer options game server list
Yes actually they are, although at the moment I don't have them running ~ just put a new hdd in the server. ;)
But...
Mr.Rocket
03:54 Bug #1881: 350+ exceptions thrown during initial startup (prior to loading a game)
skyjake wrote:
> Any breakdown on the type of exceptions being thrown?
Qt Creator will list all the exceptions th...
danij

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
 

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