Activity
From 2015-01-31 to 2015-02-13
2015-02-13
- 23:46 Feature #1979 (Feedback): Additional sound formats
- Pretty much what the subject states; Dday allows the use of many music formats beyond what the original games allowed...
- 11:03 Bug #1977: Doomsday crashes with Intel Chipset
- skyjake wrote:
> Incantator wrote:
> > Sure, here is the log file.
> Thanks! From the looks of it, the next thing... - 10:55 Bug #1977: Doomsday crashes with Intel Chipset
- Incantator wrote:
> Sure, here is the log file.
Thanks! From the looks of it, the next thing that should be happen... - 10:41 Bug #1977: Doomsday crashes with Intel Chipset
- Sorry, it says 'modify' in Korean but it should be 'reply'... what the...
Sure, here is the log file.
By the way... - 10:32 Bug #1977: Doomsday crashes with Intel Chipset
- Incantator wrote:
> I've just tried it, yet with the same result:
>
> Application path: D:\rest\Games\Doom\Doomsd... - 10:30 Bug #1977: Doomsday crashes with Intel Chipset
- Ok, what if you also add the "-vvv" option in 1.15.0? This will produce a lot more log output that may contain some h...
- 10:28 Bug #1977: Doomsday crashes with Intel Chipset
- I've just tried it, yet with the same result:
Application path: D:\rest\Games\Doom\Doomsday1\Bin\Doomsday.exe
Cre... - 09:59 Bug #1977: Doomsday crashes with Intel Chipset
- Did you try the unstable 1.15.0? We've fixed some potential causes for a startup crash.
- 09:43 Bug #1977: Doomsday crashes with Intel Chipset
- Hm, probably I just have to wait until I buy a decent desktop; the doomsday.out is almost the same except the additio...
- 08:46 Bug #1977: Doomsday crashes with Intel Chipset
- The most likely reason for this crash is that the way we do antialiasing in 1.14 is not compatible with the Intel GPU...
- 10:17 Bug #1915: Click-to-focus also handled as UI click
- It would help if you describe the exact steps to reproduce this issue.
- 10:14 Bug #1973: App init failed: CreateDirError (1.14.5)
- Closing as duplicate.
- 10:14 Bug #1973 (Closed): App init failed: CreateDirError (1.14.5)
2015-02-12
- 17:56 Feature #1756: URIs for locating/identifying resources and assets
- To avoid confusing two concepts that should be kept separate, URIs should not be thought of as object identifiers, ju...
- 17:41 Feature #1684: Launching without Snowberry
- The "officially supported way" is now to simply start the Doomsday executable manually. Later on, when Snowberry is d...
- 17:39 Feature #1684 (Closed): Launching without Snowberry
- 13:24 Feature #1684: Launching without Snowberry
- vermil wrote:
> [quit button in Home]
Yeah I suppose it would be convenient if such a button was visible in the Hom... - 12:13 Feature #1684: Launching without Snowberry
- I mean obviously, I know one can quit and unload games via the taskbar. But I debate users would like the options I m...
- 12:10 Feature #1684: Launching without Snowberry
- I don't know if this is the right place as such.
But I've always noticed that Ring Zero lacks a quit button (I'm t... - 09:10 Feature #1684 (In Progress): Launching without Snowberry
- 09:10 Feature #1684: Launching without Snowberry
- I'm still doing this for 1.15 because it should be quite simple in practice.
* If there are no playable games, sho... - 16:08 Bug #1906 (Closed): Light decorations not changing on animated textures
- 14:50 Bug #1977 (Closed): Doomsday crashes with Intel Chipset
- Hello. This time I'm having a trouble with Doomsday itself. I don't know if I have to report this in dengine.net or h...
- 14:33 Bug #1973: App init failed: CreateDirError (1.14.5)
- Thanks for your kind explanation: I didn't expect you to reply this soon.
- 09:04 Bug #1973: App init failed: CreateDirError (1.14.5)
- Unfortunately this is a known bug with 1.14. As a workaround, you could try the latest 1.15 unstable build and bypass...
- 06:15 Bug #1973 (Closed): App init failed: CreateDirError (1.14.5)
- I installed the latest stable Doomsday engine, which also had Snowberry ver 1.6. I installed it successfully and trie...
- 13:22 Feature #1976 (New): Replace old Save/Load menu with new UI widgets
- The traditional save menu is quite (visually) broken. To enable screenshots and better metadata, the save/load menus ...
- 13:18 Feature #1975 (Closed): Quitting a game returns back to Home screen
- vermil wrote:
> I also think the in game quit menu options could do with an option to return to Ring Zero; as well ... - 13:12 Feature #1974 (Closed): Home screen usability: Quit button, hint about Escape toggling taskbar
- When the window is in fullscreen mode and the task bar is hidden, there should be a "Quit X" button in the top right ...
- 12:28 Bug #1729: Repeat loading of DEHACKED patches specified on the command line following a game change
- I would like to add that this issue also affects ded's.
One can easily see such, by loading a ded that references ...
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.
- 19:19 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
- 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...
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... - 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
2015-02-07
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
- 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)
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...
- 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...
- 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 ...
2015-02-02
- 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
- 15:52 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)
- 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...
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