Activity
From 2014-12-02 to 2014-12-15
2014-12-14
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.
- 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...
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.
- 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...
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.
- 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...
- 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...
- 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...
- 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 (...
- 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...
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.
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