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From 2014-11-28 to 2014-12-11

2014-12-11

23:37 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
Thanks, that info and the attached savegame should be enough to recreate the original situation in a debug environment. danij
23:30 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
I was blasting through the Arachnotron's with a Plasma Rifle (I carried over equipment from the previous maps) to get... vermil
23:08 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
Can you provide some more context about what you were doing, where you were in the map, etc.., at the time you made t... danij
22:54 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
Though it did seem that while everything was visually frozen, that some sort of game world action was still occurring... vermil
22:52 Bug #1928 (New): GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
A second or two after I made a save game (sav0) on Map19 of this Doom2 pwad everything froze in some sort of judder (... vermil
10:37 Feature #1465: [XG] "Player needs object X" message
To come back to this long dormant report. I was mainly thinking of multiple key requiring lines when I wrote it.
B...
vermil

2014-12-08

19:36 Bug #1809 (Resolved): Postfx causes other splitscreen consoles to go black/white
skyjake
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... danij
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... vermil
02:57 Bug #1926 (Closed): Strange flickering lighting on walls from objects
see attached file
Windows 7 64-bit
NVIDIA GTX 760
BUILD 1434
euphoricallydead

2014-12-07

21:38 Bug #1809 (In Progress): Postfx causes other splitscreen consoles to go black/white
skyjake

2014-12-06

14:28 Bug #1818 (Closed): Model "Shadow radius" ignored
skyjake
02:58 Bug #1906 (In Progress): Light decorations not changing on animated textures
danij
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... danij

2014-12-05

23:09 Bug #1924 (Closed): [Intermission] Entering <Map title> positioned incorrectly
danij
22:36 Bug #1924 (In Progress): [Intermission] Entering <Map title> positioned incorrectly
danij
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... vermil
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:
> ...
skyjake
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 ... vermil
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... vermil
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 ... skyjake

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... danij
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.
...
vermil
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
>...
vermil
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.
danij
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... vermil
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...
vermil
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... vermil
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 ... danij
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... vermil

2014-12-03

22:43 Bug #1818 (In Progress): Model "Shadow radius" ignored
skyjake
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...
skyjake
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. skyjake

2014-12-01

16:12 Bug #1919 (Closed): [Doom 1430] Impossible Selection for IDMUS cheat
danij
16:07 Bug #1919: [Doom 1430] Impossible Selection for IDMUS cheat
A simple typo. danij
16:07 Bug #1919 (In Progress): [Doom 1430] Impossible Selection for IDMUS cheat
danij
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... sonicdoommario
00:17 Bug #1911 (Closed): Episode menu appearing when it shouldn't
danij

2014-11-30

23:58 Bug #1911 (In Progress): Episode menu appearing when it shouldn't
danij
20:05 Feature #1907 (Closed): Use native file picker to set "music-soundfont"
skyjake
12:31 Bug #1914 (Closed): [1420 Doom] Doom cheat code issues?
danij

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... danij

2014-11-28

15:24 Bug #1733: Player control binding issue (input modifier vs key state)
Needs retesting following recent binding/input system changes. danij
14:38 Bug #1916 (Closed): Activating binding grab with mouse button(s) in control menu
danij
13:39 Bug #1916 (In Progress): Activating binding grab with mouse button(s) in control menu
danij
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... danij
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... vermil
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. vermil
08:52 Feature #1771 (Closed): Delete savegames via Game Selection menu
skyjake
 

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