Activity
From 2015-01-29 to 2015-02-11
2015-02-11
- 19:24 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- I discovered and fixed another crash. Just as vermil suggested, first having a version conflict with a server and the...
- 15:26 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- I've fixed the likely cause of the crash in the UI widget. A new build will be available later today for testing.
- 19:22 Revision 3e1527da (github): Fixed|Multiplayer|Client: Cleaning up client state when leaving a game
- The client was not properly cleaning its state when leaving a game.
Now received packets are discarded and the postfx... - 19:19 Bug #1971 (Closed): [Doom] Invulnerability effect not cleared between maps when leaving an MP game and joining another
- 18:39 Bug #1971 (Closed): [Doom] Invulnerability effect not cleared between maps when leaving an MP game and joining another
- In Doom, the invulnerability effect is not cleared when leaving an MP and joining another. To reproduce, get an invul...
- 18:44 Bug #1972 (New): [MP] Fast-moving planes not always reach destination on client-side
- When playing on a remote server with a ping of ~250ms, sometimes fast-moving planes do not reach their destination bu...
- 17:51 Feature #1970 (New): Scriptable map entry/exit, cycling
- Use Doomsday Script to perform actions after loading a map and when exiting a map. While this is useful for map cycli...
- 11:41 Bug #1969 (Closed): [Doom] Multiplayer intermission using incorrect header graphics
- A little mistake in inlude.ded
The patch replacements for WIOSTS and WIFRGS should read 'SCRT' and 'FRGS' instead ... - 11:10 Bug #1968 (New): [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
- When the player dies whiles footclipped, the footclipping is incorrectly disabled when the player dies (i.e the playe...
- 11:07 Bug #1967 (New): [Multiplayer] Heretic/HeXen liquid splashes/damaging floors doubled
- In Heretic and HeXen and HeXen MP, both liquid splashes and damaging floor effects occur twice.
- 11:01 Bug #1966 (Closed): [MP] Powered up Phoenix Rod broken
- In Heretic MP, the Powered up Phoenix Rod only fires a single puff of fire instead of a stream, though the weapon app...
- 10:57 Bug #1965 (New): [Doom] Multiplayer Arch Vile Fire doesn't thrust the player upward
- Pretty much what the subject states.
IIRC, the Iron Lich's Whirlwind attack in Heretic also suffers this bug. - 10:52 Bug #1964 (Closed): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- Pretty much what the subject states; the Arch Vile disappears during resurrecting a bad guy, before appearing again a...
- 10:48 Bug #1963: [Doom] Spawning on top of a weapon leads to broken weapon (multiplayer)
- Ok, further testing seems to reveal that it isn't taking damage that stops the pistol working, but rather after the p...
- 10:46 Bug #1963 (New): [Doom] Spawning on top of a weapon leads to broken weapon (multiplayer)
- Playing Plutonia Coop, where the player starts ontop a shotgun.
The players weapon doesn't switch to said shotgun ... - 10:18 Feature #1962 (New): Revised network protocol based on libshell
- The Shell protocol uses Doomsday 2 components for a more robust (versioned) and secure (bound/error-checked) network ...
- 10:11 Bug #1961 (New): Client fatal error due to invalid data received from server
- Sometimes (not very often) the client will crash / fatal error when it attempts to read an invalid data packet receiv...
2015-02-10
- 22:42 Revision bebf3ad8 (github): MSVC|qmake: Enable debug information in release builds
- Since the MSVC script is only intended for development uses, it is
better to enable debug information in release buil... - 14:31 Bug #1906: Light decorations not changing on animated textures
- Yes, it is indeed an interpolation issue. Specifically, the de::lerp<VectorN>()'s in MaterialAnimator::Decoration::up...
- 13:49 Bug #1906: Light decorations not changing on animated textures
- Instrumenting MaterialAnimator reveals animation of decorations and layers are in fact in sync, down to the milliseco...
- 09:57 Revision 5cebd2f8 (github): Fixed|Windows|GL|libgui: Build failure
- 09:45 Revision e225608b (github): Debug|GL: Show initial GL format parameters
- Plus other small tweaks made during debugging.
- 00:14 Revision 84abed90 (github): Fixed|libdoomsday|DED: Parsing Material.Light defs (copy/paste oversight)
2015-02-09
- 23:21 Bug #1906: Light decorations not changing on animated textures
- With my latest fix in place, old style decoration definitions are being interpreted correctly.
However, there appe... - 21:17 Revision 8252f7bc (github): Definitions|libdoomsday: Working on interpretation of old style Decoration defs
- Animation is now mostly working although there appears to be some
timing issues remaining...
IssueID #1906 - 11:01 Bug #1954 (In Progress): Joining an MP game from a different game causes segfault (after version conflict)
- 10:01 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- Thanks! That indicates the crash is caused by the UI widget, I'll look into it.
- 10:00 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- debug build output uploaded
- 09:59 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- ok, here is debug build output
- 08:51 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- From the .2 log:
> Reading symbols from doomsday...(no debugging symbols found)...done.
> Executable: Doomsday Engi... - 08:01 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- attached now is the output from a debug build
config_user.pri contained
CONFIG += deng_extassimp
CONFIG += den... - 07:53 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- attached is from a 1500build that had debug as an option
config_user.pri contained... - 06:54 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- That does show a crash occurring, however without debug symbols it doesn't help much. Any chance you could do a debug...
- 06:49 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- the above gdb output is the server and the client on the local machine, so both are build 1500.(not the nz/au servers...
- 06:46 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- Attached is the gdb output of the crash on my system using build 1500.
not a debug build - 11:00 Revision d93e3fe3 (github): Fixed|UI|Multiplayer: Potential crash when joining an MP game
- Synchronous signal handling (game unload, MP join) may lead to the
widget being gone when it's time to check if there... - 09:04 Revision e8c0a261 (github): qmake|Documentation: Clarified debug build option
2015-02-08
- 03:20 Revision 5741eafb (github): Fixed|libdoomsday|DED: Implicit Decoration.Light stage allocation while parsing
- 02:50 Revision 77cd24e1 (github): Refactor|libdoomsday|DED: Reimplemented Decoration definitions using DED 2.0 components
- 00:26 Revision 0227ce21 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 00:25 Revision 3c112791 (github): Refactor|libdoomsday|DED: Reimplemented Material definitions using DED 2.0 components
2015-02-07
- 19:22 Revision 13b1b425 (github): Fixed|Multiplayer: Crash when joining a finished coop game
- Joining a Doom II coop in MAP30 post-map state caused a fatal error
(no current map). - 16:49 Revision 806aafa9 (github): Definitions: Cleanup
- 16:32 Revision 6a482b97 (github): Refactor|ResourceSystem: Implement Material(Scheme) iterations with C++11 lambdas
- 00:05 Bug #1955 (Closed): [Hexen] Sherlock cheat gives wrong items
2015-02-06
- 23:57 Bug #1956 (Closed): [Chex Quest] Incorrect level names
- 19:53 Bug #1956: [Chex Quest] Incorrect level names
- Evidently the reason this is an issue is because G_MapTitle() is looking in ded_t::texts for the map title rather tha...
- 19:25 Bug #1956 (In Progress): [Chex Quest] Incorrect level names
- 23:28 Revision c56e0272 (github): Definitions: Cleanup
- 23:06 Revision 43e0bbaf (github): API|Refactor: Lookup Text definitions via libdoomsday's ded_t
- libdoomsday provides direct access to the ded_t API thereby rendering
the old Def_Get/Set functions for this purpose ... - 18:48 Revision bbef731b (github): libcommon: Print a session metadata banner when the game begins (log)
- Including all pertinent info such as the episode ID and if verbose,
a breakdown of the game rule configuration. - 13:05 Revision b2a46516 (github): libcommon: Removed current episode ID from the map banner (log)
- On second thoughts, lets not include this info in the map banner so
as not to potentially confuse the user when manua... - 12:48 Bug #1831 (Closed): Closing Updater Settings dialog leads to checking for updates
- 11:48 Bug #1831 (Resolved): Closing Updater Settings dialog leads to checking for updates
- 11:48 Bug #1831: Closing Updater Settings dialog leads to checking for updates
- skyjake wrote:
> danij wrote:
> > if changing the updater settings via the gear button that appears following an up... - 10:42 Bug #1831 (Feedback): Closing Updater Settings dialog leads to checking for updates
- 12:42 Bug #1734: Games' Help InFine scripts have no sounds
- BTW, I postponed this to 1.16 because it needs some new code (for determining how the script was started).
- 12:32 Bug #1734: Games' Help InFine scripts have no sounds
- In Vanilla Doom, opening the Help screen up from the menu plays the Pistol shooting sound.
I also happen to have a... - 08:42 Bug #1734: Games' Help InFine scripts have no sounds
- I have noticed a problem with these. For instance, in Ultimate Doom, if I select Help! from the main menu, it will pl...
- 11:50 Feature #1943: [Windows] Menu key should show task bar (now produces developer alerts when pressed)
- I can confirm that the context-menu key on a Windows keyboard now works as expected.
- 10:40 Bug #1892 (Closed): Window incorrectly sized when display mode changes during startup (random)
- 08:10 Revision 09006e0f (github): Pilot: Documentation generated by the 'dox' client
2015-02-05
- 18:34 Bug #1734 (In Progress): Games' Help InFine scripts have no sounds
- 18:33 Bug #1960 (Closed): Crash when handling input events during busy mode
- 15:59 Bug #1960 (Closed): Crash when handling input events during busy mode
- @G_EventSequenceResponder@ is erroneously being called during busy mode, even though the engine should not be offerin...
- 18:31 Revision 14a2d8fd (github): UI|Client: Clean up MP selection menu layout
- MP games usually have varying amount of information in the load button,
so this cleans up the layout by using the tal... - 17:33 Bug #1884 (Closed): Current MP game not automatically disconnected when connecting to a new server (unable to switch between servers on the same IP address)
- 17:33 Bug #1884 (Resolved): Current MP game not automatically disconnected when connecting to a new server (unable to switch between servers on the same IP address)
- 16:25 Bug #1884: Current MP game not automatically disconnected when connecting to a new server (unable to switch between servers on the same IP address)
- The IP address is actually not the problem. The problem is that only a game mode change will automatically disconnect...
- 17:25 Revision 8cd05421 (github): UI|Client: Improved readability of MP selection menu
- Also, always sort the MP sessions when they become available.
- 17:01 Revision bacb907a (github): Fixed|Multiplayer: Joining fails with a message "already joined"
- If the game mode did not change, nobody was making sure that the
current MP game was disconnected.
IssueID #1884 - 16:59 Revision 5be63ca3 (github): Debug|liblegacy: Crash when reading bad network packet data
- Crash when attempting to read a 1.8Gb string (!). Occurred when joining
a server. Apparently the old network code is ... - 16:24 Bug #1954 (Feedback): Joining an MP game from a different game causes segfault (after version conflict)
- 16:16 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- During my Windows debugging I discovered and fixed #1960, which may have been the primary culprit here, since it was ...
- 16:01 Revision 415acbd1 (github): Fixed|Input|Bindings: Do not offer events to game during busy mode
- This was causing a fatal error, which may actually look like a crash
during busy mode.
IssueID #1960
2015-02-03
- 19:54 Revision 1ae9c299 (github): Amethyst|Fixed: Compiling with Qt 4
- 10:13 Revision 60a16060 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 10:12 Revision 7ef0a87e (github): libcommon|acs::Script: Cleanup
- 08:45 Revision bd81f6c3 (github): Definitions|Client: Replaced use of qDebug from MAPINFO translation
- These were causing plenty of spam from the cron-started MP test servers,
since cron mails all stdout/err output to th...
2015-02-02
- 12:32 Revision 234a7f81 (github): Fixed|qmake: Deploy packages in a server-only build
- 12:30 Revision c7b34513 (github): Host: Allow gzip to overwrite existing files during log cleanup
- 11:56 Bug #1884 (In Progress): Current MP game not automatically disconnected when connecting to a new server (unable to switch between servers on the same IP address)
- 11:52 Bug #1888 (Rejected): doomsday 1393 segfault ubuntu 14.10 radeon drivers
- 11:52 Bug #1888: doomsday 1393 segfault ubuntu 14.10 radeon drivers
- I don't see anything that suggests this is a bug in Doomsday's code.
- 11:45 Bug #1933 (Closed): doomsday-git linux compilation error: Makefile:546: recipe for target 'hu_pspr.o' failed
- 11:17 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- I wasn't using any resource packs and was trying to join a non-local server.
Specifically, various ones of Kuri Ka...
2015-02-01
- 15:53 Revision af3b8d9f (github): Shell|GUI: Improved message in error log dialog
- 15:52 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- Tried local servers on Windows (without resource packs), didn't get a crash.
2015-01-31
- 16:27 Bug #1953 (Closed): [Multiplayer] Enemy hitscan based attacks off target (co-op)
- 16:08 Bug #1953: [Multiplayer] Enemy hitscan based attacks off target (co-op)
- This appears to be in co-op only, and affected by this logic in @PTR_AimTraverse@:...
- 14:28 Bug #1953 (In Progress): [Multiplayer] Enemy hitscan based attacks off target (co-op)
- 16:26 Revision ccbf0f0c (github): Fixed|Multiplayer|libcommon: Monsters aiming at players in co-op
- The logic that prevented players from auto-aiming at other players
in co-op was erroneously being applied to all shoo... - 14:10 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
- I tried this on OS X with two local servers, but it didn't trigger any problems. Next I'll have to set up suitable re...
- 13:54 Revision 702e96e5 (github): UI|Default Style|Client: Adjusted popup menu margin
2015-01-30
- 23:54 Bug #1958 (New): Help infine clash with already playing infine
- Entering the help infine while in map infine is already playing causes the screen to go black until the in map infine...
- 22:38 Revision 2ee8382d (github): Fixed|libcommon: Compiler warning (unused variable)
- 21:52 Bug #1954 (In Progress): Joining an MP game from a different game causes segfault (after version conflict)
- 20:30 Bug #1957: [Doom] God Mode cheat doesn't respect Values def
- To add a little, whatever the obscure element of the god mode cheat that still thinks 100 over what is in the values ...
- 20:18 Bug #1957 (New): [Doom] God Mode cheat doesn't respect Values def
- An element of the god mode cheat (IDDQD or 'god') still appears to set some internal element of the players health to...
- 05:13 Revision 580c8230 (github): libcommon: Missing switch default case in acs::Script::isWaiting()
- Plus some cleanup.
- 00:12 Revision 0fd3a345 (github): Fixed|Server|All Games: Spurious warnings re unknown "resetctlaccum" command
2015-01-29
- 23:59 Bug #1955 (Resolved): [Hexen] Sherlock cheat gives wrong items
- 02:12 Bug #1955 (In Progress): [Hexen] Sherlock cheat gives wrong items
- 01:22 Bug #1955 (Closed): [Hexen] Sherlock cheat gives wrong items
- The SHERLOCK cheat code in HeXen is incorrectly giving all artefacts instead of all puzzle pieces.
- 23:59 Revision caa6df59 (github): Fixed|Hexen: 'Sherlock' cheat gives wrong items in Hexen (typo)
- IssueID #1955
- 23:36 Revision ad219e00 (github): Fixed|World: Error attempting player reborn in Hexen
- When attempting player reborn in Dark Crucible after unleashing
Korax, Mobj_Sector() was called on an unlinked player... - 20:02 Revision 9e538bb1 (github): libcommon|acs::System: Cleanup
- 19:35 Revision 3d7658a8 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 19:34 Revision 11ef7e39 (github): Refactor|libcommon: Use an object-oriented model for ACScript system components
- Now uses a common, OO model for all ACScript system components, in
"acs" namespace. Functionality is separated into I... - 12:46 Bug #1956 (Closed): [Chex Quest] Incorrect level names
- Chex Quest is incorrectly using the Doom1 level names. Seems to have started occurring in build 1427-1432.
- 00:34 Bug #1954 (Closed): Joining an MP game from a different game causes segfault (after version conflict)
- Attempting to join an MP game from a different game causes a seg fault in the latest unstable (1486). For instance at...
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