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From 2014-12-04 to 2014-12-17

2014-12-17

23:06 Bug #1095 (Closed): Non-ASCII characters broken on cmdline and/or resource finder
skyjake
21:27 Revision 8016243a (github): Fixed|Client: Compiler warnings
skyjake
08:45 Bug #1809 (Closed): Postfx causes other splitscreen consoles to go black/white
skyjake

2014-12-16

19:56 Revision 9903d4db (github): Fixed|Client: Build failure (missing include)
skyjake
09:45 Bug #1926 (Closed): Strange flickering lighting on walls from objects
skyjake
05:10 Bug #1926: Strange flickering lighting on walls from objects
Installing previous versions over top didn't resolve the problem. I uninstalled and wiped the settings and reinstalle... euphoricallydead
01:57 Revision c81efff5 (github): Refactor|Resources: Apply PIMPL in Material(*)Layer::AnimationStage
Also improved formatting of animation stage descriptions for detail
texture and shine layers.
Next step: Refactor th...
danij

2014-12-15

19:55 Revision 3227c01a (github): Documentation|Material|Resources: Material apidoc fixes
danij
19:40 Revision d2491466 (github): Fixed|Doom: IllegalPatternError handling "where" commands
danij
19:33 Revision 29faaf64 (github): Documentation|MaterialAnimator|Resources|Client: Explained use of MaterialVariantSpec
danij
19:33 Revision aefa188e (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
19:13 Revision d2342aca (github): Refactor|Resources: Revised Material resource model
Implemented a MaterialAnimator concept and revised the old context
"variant" stuff accordingly. The idea is that each...
danij

2014-12-14

12:22 Revision 132bafba (github): libcommon|Refactor: Added a common console registration function
Common variables should be registered here. skyjake
12:20 Revision d483acad (github): libcommon|Refactor: Unified the mobj thrust multiplier calculation
Since the thrust multiplier is directly related to friction, it should
be placed next to the friction calculations.
skyjake
11:21 Revision e61fb815 (github): Cleanup|Refactor|All Games: Common config variables in one struct
The cfg.common struct now contains all the config variables that are
common to all games (most handled by libcommon)....
skyjake
09:33 Revision 9b2f87a8 (github): Cleanup|libcommon|All Games: Removed redundant common declarations
The functions is r_defs.h are really defined in the libcommon
p_mapsetup.cpp, so they should have a common header, too.
skyjake
07:15 Revision bd329483 (github): libcommon|Cleanup|All Games: Calculating mobj movement friction
The code for calculating friction was half-commonized already, with
the function in libcommon having the logic for Do...
skyjake
05:33 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
skyjake

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
 

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