Activity
From 2015-02-04 to 2015-02-17
2015-02-17
- 12:31 Revision cb23b031 (github): CMake: Tests, Info.plist generation, package bundling, sublist macro
- 09:32 Revision b47c0c00 (github): OS X|libcore|App: Built-in basedir for command line apps
- Unbundled apps don't have a Resources folder, so they now expect
a Unix-style read-only shared data directory to be p...
2015-02-16
- 13:53 Revision f0f864fa (github): Cleanup|CMake: Better SDK library target naming
- 13:23 Revision ef2c274f (github): Fixed|Unix|liblegacy: Path manipulation in Windows style file finding
- The Unix version of these Windows style routines had some bugs that
apparently haven't surfaced before, perhaps becau... - 13:21 Revision 4ddba79f (github): wadtool: Ported to use deng_legacy, no longer Windows-only
- 13:18 Revision 26ed8614 (github): Unix|CMake|Amethyst: Generate server and shell-text manual pages
- 13:17 Revision 774fd596 (github): Fixed|Unix|liblegacy: Path manipulation in Windows style file finding
- The Unix version of these Windows style routines had some bugs that
apparently haven't surfaced before, perhaps becau... - 11:02 Revision 8ac4642c (github): CMake: Added CMake project files; added sdk, apps subdirectories
- 10:25 Bug #1980: Client should refuse to use the same userdir as another already running client
- At present time, if one is running multiple instances of the client locally, it is the user's responsibility to set a...
- 10:20 Bug #1980: Client should refuse to use the same userdir as another already running client
- Certainly, I imagine it's because Dday tries to write to or remove files already in use.
To deal with such, Dday w... - 00:19 Bug #1980 (New): Client should refuse to use the same userdir as another already running client
- When one has more than Doomsday client running on their computer at once, one get's an illegal operation message on c...
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...
- 10:47 Revision e4ad6500 (github): UI|Client: Hide the main window to ensure a critical message is visible
- 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)
- 08:38 Revision 805c7b91 (github): Fixed|Windows: Build failure
2015-02-12
- 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...
- 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
- 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...
- 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 ... - 12:20 Revision 3a95e95d (github): OS X|qmake: Try pkg-config if SDL2_FRAMEWORK_DIR is undefined
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
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