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From 2015-01-03 to 2015-01-16

2015-01-15

18:31 Bug #1820: [MP] Heretic Hell Staff rain colors don't match player colors
In the original game, the four player skin and rain colours were hardcoded to player numbers. The colours of the rai... vermil
18:03 Feature #1943 (In Progress): [Windows] Menu key should show task bar (now produces developer alerts when pressed)
skyjake
18:02 Bug #1868 (Closed): [Doom] Revenant missiles randomly switch from non-homing to homing
skyjake
18:00 Bug #1940 (Closed): Key release ignored when it occurs during busy mode
skyjake
17:59 Bug #1940 (Resolved): Key release ignored when it occurs during busy mode
skyjake

2015-01-13

19:41 Feature #1627: Render game view to a texture
This has been implemented in 1.13 and is being used for the busy mode background/transition image. Also, a widget for... skyjake
19:39 Feature #1627 (Closed): Render game view to a texture
skyjake
19:34 Feature #1625: Per-pixel surface shading (bump/specular/reflection etc. mapping)
The new model renderer (#8) supports this via shaders. Local light vectors are provided to the model for determining ... skyjake
13:44 Feature #1945 (Resolved): Efficient reuse of world geometry across multiple frames/passes
One of the most fundamental performance problems of the old 1.x renderer is that every time the player view is drawn,... skyjake
11:15 Bug #1940 (In Progress): Key release ignored when it occurs during busy mode
skyjake
08:28 Bug #1846: [Hexen] Broken saves in the Heresiarch's Seminary hub
details_after_pressing_y.txt:
> Error loading from save slot #2: [OffsetError] (Block::get) Out of range (268[+4] > ...
danij

2015-01-12

22:09 Bug #1941: UI cursor illegible in stereoscopic 3D
It should be noted that in Oculus Rift mode, the mouse cursor is already drawn using a LabelWidget so that it is proj... skyjake
20:57 Bug #1941 (Closed): UI cursor illegible in stereoscopic 3D
When using stereoscopic 3D modes like side-by-side, the UI cursor is still drawn by the OS on top of the game window.... danij
22:05 Bug #1942: About dialog contents clipping vs -fontsize
This is an older issue that has been present ever since -fontsize was introduced (for the VR rendering modes). skyjake
21:02 Bug #1942 (New): About dialog contents clipping vs -fontsize
When using a -fontsize value other than 1.0 the contents of the UI's About dialog are clipped incorrectly, but propor... danij
22:03 Feature #1943: [Windows] Menu key should show task bar (now produces developer alerts when pressed)
Should be simple enough to add the key code in the Windows key mapping. skyjake
21:12 Feature #1943 (Closed): [Windows] Menu key should show task bar (now produces developer alerts when pressed)
Pressing the contextual menu key on a Windows keyboard yields an alert about an unknown key code. Ideally pressing th... danij
21:17 Feature #1944 (Rejected): Master audio volume slider
It would be useful if the provided a "master volume" slider which proportionately affects all volume controls at once. danij
18:48 Bug #1940: Key release ignored when it occurs during busy mode
Priority set to High because the player walks through most of Hexen's portals, so this glitch occurs very frequently. skyjake
18:45 Bug #1940 (Closed): Key release ignored when it occurs during busy mode
To reproduce:
# Load Hexen.
# Walk into a map-switching portal, holding the "walk forward" key.
# Release the key ...
skyjake

2015-01-11

23:00 Bug #1939 (Closed): [Doom] Screen wipe wrong when loading game during InFine
When one loads a save game while viewing post map infine (such as the ending of E1M8), the melting type screen wipe e... vermil
20:50 Bug #1661: [Deathkings] Bad behavior of object in lift (mobj hitbox overlap)
I'd like to comment that a similar issue appears to occur with any moving platform; I've experienced bad guys partial... vermil
20:49 Feature #1938 (New): Polyobjs represented by 3D models
Since polyobjs are rendered simply as additional walls, it should be straightforward to replace them with 3D models. ... skyjake

2015-01-07

13:00 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
With this fix, the attached _DoomSav2.save_ now always seems to restore the missile onto stable orbit. This save file... skyjake
12:58 Bug #1922 (Closed): Sky model z-buffering not enabled
skyjake
12:57 Bug #1831: Closing Updater Settings dialog leads to checking for updates
danij wrote:
> Once settings are changed once, they will forever be "changed" and cause an Update check each time th...
skyjake

2015-01-06

15:37 Bug #1937 (Closed): [Updater] JSON parsing error
skyjake
15:21 Bug #1937 (Closed): [Updater] JSON parsing error
... skyjake

2015-01-04

19:03 Bug #1931 (Closed): Server fails to start with .cfg files from an old version (1.14.5 ⇒ 1.15)
skyjake
17:00 Bug #1931 (In Progress): Server fails to start with .cfg files from an old version (1.14.5 ⇒ 1.15)
skyjake
17:00 Bug #1933 (Feedback): doomsday-git linux compilation error: Makefile:546: recipe for target 'hu_pspr.o' failed
skyjake
16:54 Bug #1868 (Resolved): [Doom] Revenant missiles randomly switch from non-homing to homing
skyjake
16:45 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
Studying the code more, another solution comes to mind. @A_Tracer@ is pretty much the only place where @GAMETIC@ is u... skyjake
16:29 Bug #1868: [Doom] Revenant missiles randomly switch from non-homing to homing
Looking at this closer, maps in a Hexen-style hub should probably not restore the gametic when loading maps from the ... skyjake

2015-01-03

11:49 Feature #1935: Server connection details
I agree that a connection failed/attempting to connect message being displayed on the screen is something that Dday r... vermil
11:30 Bug #1933: doomsday-git linux compilation error: Makefile:546: recipe for target 'hu_pspr.o' failed
Current master builds fine for me, on clang and gcc. Sometimes it helps to rerun qmake when getting errors like this.... skyjake
 

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