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From 2014-11-30 to 2014-12-13

2014-12-13

21:54 Bug #1930: [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
Ok... got it working with fmod-4.44.9 from the fmod site... so this bug can be closed. sermayen
21:36 Bug #1930 (Closed): [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
Here's the full error:
../../../doomsday-1.14.5/doomsday/plugins/fmod/src/driver_fmod.cpp: In function 'int DS_Ini...
sermayen

2014-12-12

20:39 Bug #1929: Sprite priority handling
Probably better to replace POSSA2A8 and POSSA2+A8 with POSSA1B1 and POSSA1+B1 respectively, in the above example. vermil
20:31 Bug #1929 (Progressed): Sprite priority handling
If presented with multiple sprite lumps that cover the same frame, Dday appears to prioritize them differently to Cho... vermil

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

20:06 Revision 2a6ab90a (github): Fixed|Renderer|FX: Post-processing causes splitscreen views to go blank
fx::PostProcessing and fx::Resize were overriding the viewport when
drawing the content back to the original target. ...
skyjake
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
14:22 Revision 83a030d7 (github): Fixed|libappfw|DocumentWidget: Document contents not updated for drawing
Fixes the issue where the autocompletion popup would sometimes refuse
to show anything (zero content size). The probl...
skyjake
12:47 Revision 487a3fc6 (github): Windows|Fixed: MSVC doesn't support C++11 initializers for arrays
skyjake
12:27 Revision 52226255 (github): Plugins|GCC|Clang: Disable C++ warnings about missing field initializers
skyjake
11:40 Revision 22a924bb (github): Fixed|Renderer: Apply "shadowRadius" when one is defined for a model
If a greater-than-zero shadow radius is defined, it will be used when
drawing the shadow for the model.
IssueID #1818
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
01:17 Revision 7827244c (github): Definitions: Cleanup
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
23:08 Revision 0bd27172 (github): Fixed|Doom|Intermission: Intermission, "Entering <Map title>" title positioned incorrectly
IssueID #1924 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
08:36 Revision 8c93cf2b (github): Refactor|libcommon: Switched hu_inventory.c, gl_drawpatch.c to C++ plus cleanup
danij
03:26 Revision 8e839a31 (github): Refactor|libhexen: Switched st_stuff.c to C++ plus cleanup
danij
02:52 Revision b4ab1654 (github): Refactor|libheretic: Switched st_stuff.c to C++ plus cleanup
danij

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
07:34 Revision 4935ec6a (github): Fixed|Map Renderer|Client: Zone memory "leak" (Generator::stages)
Generator_Delete() neglected to free the stages data allocated by
Generator::configureFromDef()
danij
04:37 Revision 866c47b8 (github): Fixed|Map Renderer|Client|Debug: Crash attempting to sort vissprites
If rend-dev-freeze 1 was set prior to starting a map, no vissprites
were generated during the first frame, meaning vi...
danij
03:48 Revision cd076d32 (github): Fixed|Map Renderer|SkyDrawable|Client: Array underflow drawing sky models, cleanup
danij
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
01:07 Revision 89560a8e (github): Fixed|DED|libdoomsday: (Record::operator []) Variable 'execute' not found
Occurred when regression testing jimi's old "Hell City" mod. Caused
by a typo in defn::Sky::addModel()
danij
01:03 Revision 7f464339 (github): Map Renderer|SurfaceDecorator|Client: Cleanup
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
00:27 Revision 1dbafbb6 (github): Refactor|World|Sector: Implement Sector-linked MapElement iterations with C++11 lambdas
danij

2014-12-01

20:03 Revision db8b4390 (github): Documentation|ConvexSubspace|World: Minor apidoc tweaks
danij
19:38 Revision b1e63eb5 (github): Refactor|World|ConvexSubspace: Various ConvexSubspace API-cleanup refactorings
danij
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
16:08 Revision 99687a45 (github): Fixed|Doom: Impossible Selection for IDMUS cheat in doom1 (typo)
danij
15:56 Revision 68a3bf3e (github): World|Surface: Cleanup
danij
03:16 Revision 9c4d825e (github): Refactor|World|Map: Implement important map element/object iterations with C++11 lambdas
Converted more of these iteration mechanisms to use lambdas.
The special case forAllLinesInPath() iteration used by ...
danij
00:17 Bug #1911 (Closed): Episode menu appearing when it shouldn't
danij
00:17 Revision 618b3a87 (github): libcommon|Menu: Skip Episode selection menu when navigating backwards
If only one playable episode is available we shouldn't bother the
user to manually select it. In such a case, automat...
danij

2014-11-30

23:58 Bug #1911 (In Progress): Episode menu appearing when it shouldn't
danij
22:51 Revision 28423fbc (github): libcommon: Use the now public ded_t API to lookup Text definitions
danij
22:26 Revision 52273d7d (github): libcommon: Cleanup
danij
20:05 Feature #1907 (Closed): Use native file picker to set "music-soundfont"
skyjake
19:51 Revision b1199ac2 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
19:51 Revision 13af9650 (github): UI|Client|Home: Added a background for the game filter area
The sort order and filter tabs conflict with the menu contents when
the menu is scrolled up. Now there's a white blur...
skyjake
19:50 Revision 442812dd (github): libappfw|GuiWidget: Added blurred background with a solid fill
Also added a new attribute that makes the opacity of a widget
independent of its ancestors.
skyjake
18:07 Revision 40da8329 (github): UI|Home: Tweaked font styling
skyjake
18:06 Revision a060ac2d (github): UI|Client|Performance: Reduced redundant background blurring
The client window already has a task bar blurring widget that gets
used during the tutorial. The same blurred content...
skyjake
18:03 Revision f0d57a42 (github): libappfw: Improvements for widget background blurring
Instead of each and every transparent widget doing a full redraw of
the entire view for the blur, now the Style can p...
skyjake
18:00 Revision 2e0ba69a (github): UI|Client|AudioSettings: Select soundfont using native file picker
Added the class CVarNativePathWidget (based on aux button) for
choosing a native file.
IssueID #1907
skyjake
16:16 Revision 282e7802 (github): UI|Home: Revised contents of saved game menu items
User-given title on top, however now comes with a "tag" saying
'saved in (game)' that is visually different than the ...
skyjake
16:14 Revision ae5e7779 (github): Documentation|libcore|String: Added comment about default codec
skyjake
16:13 Revision 695e1678 (github): libgui|PersistentCanvasWindow: Saving and restore state during runtime
The window can now remember or restore its state at any point without
touching the Config.
skyjake
16:12 Revision 8cfdc6ad (github): Fixed|libappfw: Colors with inverted Aux Button and Button styles
AuxButtonWidget was not correctly managing the text/border of its
buttons. ButtonWidget was also not restoring the ri...
skyjake
12:31 Bug #1914 (Closed): [1420 Doom] Doom cheat code issues?
danij
12:29 Revision 116fa6bc (github): Typo
danij
12:23 Revision 012590af (github): Fixed|Doom: Updated IDMUS cheat handling re custom episodes
The IDMUS cheat now respects custom episodes while also attempting
to interpret the given arguments in a vanilla comp...
danij
11:06 Revision ffebf11e (github): libdoom: Cleanup
danij
02:37 Revision 49340d45 (github): DEH Reader: Removed redundant terms in warning messages
As these are warnings it inherently means that some issue is being
ignored. Also,
danij
01:55 Revision d5f4203c (github): DEH Reader: Standardized formatting of warning messages
danij
01:49 Revision 05037988 (github): Fixed|DEH Reader: Crash parsing DEH patches referencing unknown definitions
DeHackEd patches are intended for a specific version of a game, which
we may not have default definitions for. In suc...
danij
 

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