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From 2014-10-27 to 2014-11-09

2014-11-08

19:40 Bug #1892: Window incorrectly sized when display mode changes during startup (random)
I can definitely reproduce this. It is random in nature, so it most likely relates to the behavior of the Canvas duri... skyjake
19:36 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
Just pushed another fix for a bug that was causing random crashes during startup. Hopefully this was the only one. skyjake
19:36 Bug #1879 (In Progress): [Windows] Doomsday randomly fails to start when/after loading shader definitions
skyjake

2014-11-06

15:04 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
Something I'd like to do in a future version is redesign how the sky-glow is sampled. Presently this works by evaluat... danij
14:00 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
Apologies for arguably reporting several things in one report (I got carried away writing). vermil
13:59 Bug #1896 (Closed): Validating Group def tic durations (value -1 is mishandled/unsupported)
With state def's, one can set a length of -1 to make the mobj never leave that state, but -1 doesn't appear to work w... vermil
00:38 Bug #1895 (Closed): [Windows] Pressing Alt+F4 during engine startup causes Dday to crash
Pretty much what the subject states.
If one presses Alt+F4 during gameplay, the game's quit dialog comes up (I ass...
vermil

2014-11-05

13:46 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
Touch wood, I've also not yet had any issues with Dday failing to start anymore since upgrading to 1402 from 1399 (fr... vermil
13:24 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
skyjake wrote:
> vermil wrote:
> > I don't know if it matters, but since 1.15 I've noticed Dday will hang for a cou...
vermil
11:39 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
vermil wrote:
> I don't know if it matters, but since 1.15 I've noticed Dday will hang for a couple of seconds when ...
skyjake
11:20 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
It is still random yes, though a lot more common with 1.15 I believe.
Upon pressing play, I get a loading cursor a...
vermil
11:02 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
vermil wrote:
> Dday will very often not start through Snowberry
Do you mean the behaviour is still random, so th...
skyjake
10:38 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
I'm afraid that with build 1399 I'm personally still finding Dday will very often not start through Snowberry or even... vermil
10:23 Bug #1894: [Heretic] Map that relies on original footclipping
danij wrote:
> Thanks for the clarification. That explains a lot (why it works in vanilla, is fixed in dday when not...
vermil
00:08 Bug #1894: [Heretic] Map that relies on original footclipping
Thanks for the clarification. That explains a lot (why it works in vanilla, is fixed in dday when not loading a save,... danij

2014-11-04

23:56 Bug #1894: [Heretic] Map that relies on original footclipping
danij wrote:
> I'm not sure what you mean by "vanilla bug that upon loading a save game, all mobjs are considered in...
vermil
13:03 Bug #1894: [Heretic] Map that relies on original footclipping
I'm not sure what you mean by "vanilla bug that upon loading a save game, all mobjs are considered in the sector thei... danij
12:10 Bug #1894: [Heretic] Map that relies on original footclipping
GZDoom also appears to have the same issue with the blue key on this map. Dday 1.8.6 can't actually load this map for... vermil
11:07 Bug #1894: [Heretic] Map that relies on original footclipping
Foot-clipping should not actually matter here, as its a visual effect only. Needs investigating further. danij
00:29 Bug #1894 (New): [Heretic] Map that relies on original footclipping
E1M2 of this Heretic pwad relies on the original games buggy foot clipping in order for the player to be able to pick... vermil
00:17 Bug #1893 (New): Automap drawing difference to original games
Doomsday will only draw lines behind a mid texture, if there is a see through element on the graphic being used as a ... vermil

2014-11-03

22:12 Bug #1888: doomsday 1393 segfault ubuntu 14.10 radeon drivers
still a crash with build 1402... eunbolt
14:22 Bug #1888: doomsday 1393 segfault ubuntu 14.10 radeon drivers
Is this reproducible with newer builds? 1402 in particular fixes many memory handling issues. skyjake
14:26 Bug #1854 (Closed): libsdl2 14.04
skyjake
14:26 Bug #1854: libsdl2 14.04
Prebuilt packages are now for Ubuntu 14.04, so closing this issue. skyjake
14:19 Feature #1891: Notification area animations
Marking 10% progress because the notification area ownership model has been revised to work via relays. This gives th... skyjake

2014-10-29

18:39 Bug #1856: Alert on first launch because game.cfg not found
It would perhaps be even better to have a special UI prompt tell the user that Dday can't find a config and is creati... vermil

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
 

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