Activity
From 2014-12-08 to 2014-12-21
2014-12-21
- 17:40 Bug #1931 (Closed): Server fails to start with .cfg files from an old version (1.14.5 ⇒ 1.15)
- ...
2014-12-20
- 21:09 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
- Here's my analysis of the situation. The GAMETIC & 3 is indeed at the root of the problem. However, this function (@A...
- 17:55 Bug #1868 (In Progress): [Doom] Revenant missiles randomly switch from non-homing to homing
- 17:51 Bug #1922 (Resolved): Sky model z-buffering not enabled
- 17:49 Revision eb5c6ef2 (github): libgui|GLState: Support for 4K+ resolutions
- Reserve more bits to store information about scissor and viewport.
- 17:49 Revision 0322974b (github): libappfw|LabelWidget: Image width/height can be overridden separately
- 17:49 Revision f25548d6 (github): Fixed|Renderer: Z-buffering of sky models
- 3D models won't look right without Z buffering, however they must not
interfere with world geometry. This commit enab... - 03:37 Revision 37baf5c8 (github): Refactor|Resources: Base MaterialTextureLayer::AnimationStage on de::Record
- 00:35 Revision a90e325f (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 00:35 Revision 9d7d64fb (github): Refactor|Resources: Base MaterialDetailLayer, MaterialShineLayer on MaterialTextureLayer
2014-12-19
- 10:10 Bug #1922: Sky model z-buffering not enabled
- An adequate solution at this point is to simply clear the depth buffer after rendering the sky models. I'm still cons...
2014-12-18
- 22:24 Bug #1922: Sky model z-buffering not enabled
- However, there is a problem. The depth and stencil buffers are stored on a single texture. The stencil buffer is used...
- 21:04 Bug #1922 (In Progress): Sky model z-buffering not enabled
- 20:33 Bug #1922: Sky model z-buffering not enabled
- I checked the history of the sky renderer. It appears the current behavior (depth test disabled) goes all the way bac...
2014-12-17
- 23:06 Bug #1095 (Closed): Non-ASCII characters broken on cmdline and/or resource finder
- 21:27 Revision 8016243a (github): Fixed|Client: Compiler warnings
- 08:45 Bug #1809 (Closed): Postfx causes other splitscreen consoles to go black/white
2014-12-16
- 19:56 Revision 9903d4db (github): Fixed|Client: Build failure (missing include)
- 09:45 Bug #1926 (Closed): Strange flickering lighting on walls from objects
- 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...
- 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...
2014-12-15
- 19:55 Revision 3227c01a (github): Documentation|Material|Resources: Material apidoc fixes
- 19:40 Revision d2491466 (github): Fixed|Doom: IllegalPatternError handling "where" commands
- 19:33 Revision 29faaf64 (github): Documentation|MaterialAnimator|Resources|Client: Explained use of MaterialVariantSpec
- 19:33 Revision aefa188e (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 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...
2014-12-14
- 12:22 Revision 132bafba (github): libcommon|Refactor: Added a common console registration function
- Common variables should be registered here.
- 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. - 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).... - 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. - 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... - 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
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
- 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. ... - 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
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