Activity
From 2015-02-02 to 2015-02-15
2015-02-13
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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...
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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...
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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.
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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...
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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...
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10:47 Revision e4ad6500 (github): UI|Client: Hide the main window to ensure a critical message is visible
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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.
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10:14 Bug #1973: App init failed: CreateDirError (1.14.5)
 - Closing as duplicate.
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10:14 Bug #1973 (Closed): App init failed: CreateDirError (1.14.5)
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08:38 Revision 805c7b91 (github): Fixed|Windows: Build failure
 
2015-02-12
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18:00 Revision be310c4b (github): Fixed|libcore|Animation: Potential crash during animation
 - A race condition was possible that caused a double free on a de::Time
instance when updating the current animation time. - 
  
18:00 Revision 3efff8fb (github): Refactor|Client|UI: Switching to/from native UI mode
 - The "native UI" mode puts the game to windowed mode and restores
desktop display mode so that native UI widgets can b... - 
  
18:00 Revision 4d190715 (github): UI|Client|Games: Game availability changes now have their own audience
 - Rather than updating game availability in the UI after app startup
is complete, we'll do updates whenever Games has f... - 
  
18:00 Revision 88d6d57e (github): UI|Client|Task Bar: Choosing the IWAD folder
 - Added a menu item in the app menu to select the primary IWAD folder
that overrides all others. This is saved persiste... - 
  
18:00 Revision 44c2114b (github): Home|UI: If needed, show a notice and button to pick the IWAD folder
 - If no games are found, the home screen now simply shows a notice
that tells the user to locate the IWAD folder.
This... - 
  
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...
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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...
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17:39 Feature #1684 (Closed): Launching without Snowberry
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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...
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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
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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
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16:01 Revision ecc042ae (github): Fixed|Definitions|libdoomsday: Old style Decoration def interpretation
 - This kind of null stage optimization will require an object level
controller so lets keep things simple for now.
Iss... - 
  
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...
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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.
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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...
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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...
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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 ...
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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 ...
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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 ... - 
  
12:20 Revision 3a95e95d (github): OS X|qmake: Try pkg-config if SDL2_FRAMEWORK_DIR is undefined
 
2015-02-11
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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...
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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.
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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
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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...
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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...
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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...
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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...
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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.
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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...
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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...
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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...
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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 ...
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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
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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...
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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...
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09:57 Revision 5cebd2f8 (github): Fixed|Windows|GL|libgui: Build failure
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09:45 Revision e225608b (github): Debug|GL: Show initial GL format parameters
 - Plus other small tweaks made during debugging.
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00:14 Revision 84abed90 (github): Fixed|libdoomsday|DED: Parsing Material.Light defs (copy/paste oversight)
 
2015-02-09
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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)
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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.
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10:00 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
 - debug build output uploaded
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09:59 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
 - ok, here is debug build output
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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...
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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...
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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
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03:20 Revision 5741eafb (github): Fixed|libdoomsday|DED: Implicit Decoration.Light stage allocation while parsing
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02:50 Revision 77cd24e1 (github): Refactor|libdoomsday|DED: Reimplemented Decoration definitions using DED 2.0 components
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00:26 Revision 0227ce21 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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00:25 Revision 3c112791 (github): Refactor|libdoomsday|DED: Reimplemented Material definitions using DED 2.0 components
 
2015-02-07
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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
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16:32 Revision 6a482b97 (github): Refactor|ResourceSystem: Implement Material(Scheme) iterations with C++11 lambdas
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00:05 Bug #1955 (Closed): [Hexen] Sherlock cheat gives wrong items
 
2015-02-06
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23:57 Bug #1956 (Closed): [Chex Quest] Incorrect level names
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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...
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19:25 Bug #1956 (In Progress): [Chex Quest] Incorrect level names
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23:28 Revision c56e0272 (github): Definitions: Cleanup
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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
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11:48 Bug #1831 (Resolved): Closing Updater Settings dialog leads to checking for updates
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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
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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).
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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...
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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.
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10:40 Bug #1892 (Closed): Window incorrectly sized when display mode changes during startup (random)
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08:10 Revision 09006e0f (github): Pilot: Documentation generated by the 'dox' client
 
2015-02-05
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18:34 Bug #1734 (In Progress): Games' Help InFine scripts have no sounds
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18:33 Bug #1960 (Closed): Crash when handling input events during busy mode
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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...
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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)
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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)
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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...
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17:25 Revision 8cd05421 (github): UI|Client: Improved readability of MP selection menu
 - Also, always sort the MP sessions when they become available.
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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)
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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 ...
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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
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19:54 Revision 1ae9c299 (github): Amethyst|Fixed: Compiling with Qt 4
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10:13 Revision 60a16060 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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10:12 Revision 7ef0a87e (github): libcommon|acs::Script: Cleanup
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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
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12:32 Revision 234a7f81 (github): Fixed|qmake: Deploy packages in a server-only build
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12:30 Revision c7b34513 (github): Host: Allow gzip to overwrite existing files during log cleanup
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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)
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11:52 Bug #1888 (Rejected): doomsday 1393 segfault ubuntu 14.10 radeon drivers
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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.
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11:45 Bug #1933 (Closed): doomsday-git linux compilation error: Makefile:546: recipe for target 'hu_pspr.o' failed
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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... 
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