Activity
From 2014-11-26 to 2014-12-09
2014-12-08
- 19:36 Bug #1809 (Resolved): Postfx causes other splitscreen consoles to go black/white
- 15:31 Bug #1926: Strange flickering lighting on walls from objects
- I can't replicate this on my Windows 7 64-bit dev system with GTX 275. Can you tell us anything more about your parti...
- 10:50 Bug #1926: Strange flickering lighting on walls from objects
- What you are looking at there appears to be a notable (I say notable because most visual effects will never be 100% p...
- 02:57 Bug #1926 (Closed): Strange flickering lighting on walls from objects
- see attached file
Windows 7 64-bit
NVIDIA GTX 760
BUILD 1434
2014-12-07
2014-12-06
- 14:28 Bug #1818 (Closed): Model "Shadow radius" ignored
- 02:58 Bug #1906 (In Progress): Light decorations not changing on animated textures
- 00:22 Bug #1906: Light decorations not changing on animated textures
- Seemingly this is a compatibility issue with old style linked Decoration definitions vs Materials. The new style deco...
2014-12-05
- 23:09 Bug #1924 (Closed): [Intermission] Entering <Map title> positioned incorrectly
- 22:36 Bug #1924 (In Progress): [Intermission] Entering <Map title> positioned incorrectly
- 12:07 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- 1. The Snowberry issue was what I called the crash I was getting above (it was a bug in Dday's start up that only see...
- 11:46 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- Although I don't run Doomsday on Windows very often, I've also stopped having crashes at launch.
vermil wrote:
> ... - 11:21 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- Obviously, the shader bug this issue was originally still about may still occur (it's not a bug I've personally ever ...
- 11:19 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- I can report that following the last fix, that I no longer get the crash I was talking about when starting Dday (I've...
- 11:56 Feature #1900: OpenGL 3.3 Core Profile
- It is also worth noting that the 3.3 core profile supports multisampled textures, removing the need for multisampled ...
2014-12-04
- 22:45 Bug #1923: PNG textures render as solid black (embedded in WAD)
- To clarify, this report refers to the use of PNG textures inserted in .WAD files where the game usually expects to fi...
- 13:55 Bug #1923 (New): PNG textures render as solid black (embedded in WAD)
- Pretty much what the subject states.
PNG flats render correctly, however PNG textures render solid black in game.
... - 22:40 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
- danij wrote:
> vermil wrote:
> > incorrectly appear under the finished/entering graphic instead of underneath it
>... - 22:37 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
- vermil wrote:
> incorrectly appear under the finished/entering graphic instead of underneath it
Please clarify. - 22:26 Bug #1924 (Closed): [Intermission] Entering <Map title> positioned incorrectly
- Map names changed via Dday's Map Info def's are incorrectly positioned on the intermission screen; they incorrectly a...
- 22:34 Bug #1925 (New): [Doom] Values def can't change nightmare skill level option
- Values def based replacements for the nightmare skill graphic on the skill level menu don't work.
Apologies for th... - 13:46 Bug #968: [Doom] Mancubus attacks and high Z height differences
- I attach a pair of images, one from Vanilla Doom and one from Dday showing the discrepancy. Both attempted to replica...
- 03:43 Bug #1922 (Closed): Sky model z-buffering not enabled
- Evidently something has broken down with sky model rendering as the sky in jimi's old "Hell City/Day in Hell" mod is ...
- 00:37 Bug #1921 (New): [Doom] No screen wipe from map to post map InFine
- Doomsday doesn't screen wipe when an infine def is the first thing to play after the map (i.e the nointermission flag...
2014-12-03
- 22:43 Bug #1818 (In Progress): Model "Shadow radius" ignored
- 21:59 Feature #1920 (New): Tree navigator widget (libappfw)
- A new type of widget is needed for navigating large hierarchical data sets.
* Data could come for example from the... - 16:36 Bug #1809: Postfx causes other splitscreen consoles to go black/white
- Setting priority to "low" because split-screen multiplayer is not an official feature.
2014-12-01
- 16:12 Bug #1919 (Closed): [Doom 1430] Impossible Selection for IDMUS cheat
- 16:07 Bug #1919: [Doom 1430] Impossible Selection for IDMUS cheat
- A simple typo.
- 16:07 Bug #1919 (In Progress): [Doom 1430] Impossible Selection for IDMUS cheat
- 15:36 Bug #1919 (Closed): [Doom 1430] Impossible Selection for IDMUS cheat
- As of Build 1430, using the IDMUS cheat in Doom will give you an "Impossible Selection" message, regardless of what t...
- 00:17 Bug #1911 (Closed): Episode menu appearing when it shouldn't
2014-11-30
- 23:58 Bug #1911 (In Progress): Episode menu appearing when it shouldn't
- 20:05 Feature #1907 (Closed): Use native file picker to set "music-soundfont"
- 12:31 Bug #1914 (Closed): [1420 Doom] Doom cheat code issues?
2014-11-29
- 00:57 Feature #1917 (New): Copy alert text to Clipboard
- It would be very helpful if there was button in the Alert notification widget to copy the notifications to the clipbo...
2014-11-28
- 15:24 Bug #1733: Player control binding issue (input modifier vs key state)
- Needs retesting following recent binding/input system changes.
- 14:38 Bug #1916 (Closed): Activating binding grab with mouse button(s) in control menu
- 13:39 Bug #1916 (In Progress): Activating binding grab with mouse button(s) in control menu
- 13:38 Bug #1916: Activating binding grab with mouse button(s) in control menu
- Seemingly libcommon's InputBindingWidget is responding to the mouse up event from the previous down click (to activat...
- 11:33 Bug #1916 (Closed): Activating binding grab with mouse button(s) in control menu
- The mouse button can't be used to select a control to bind on the controls menu; Dday not only selects the control, b...
- 11:31 Bug #1915 (Feedback): Click-to-focus also handled as UI click
- When one clicks on the Dday window to focus on it, that click is incorrectly interpreted by Dday as an action.
- 08:52 Feature #1771 (Closed): Delete savegames via Game Selection menu
2014-11-27
2014-11-26
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