Project

General

Profile

Activity

From 2015-02-05 to 2015-02-18

2015-02-18

22:42 Bug #1983 (Closed): [Doom] "Finished" graphic placed too low
During the intermission, the "finished" graphic is supposed to be right beneath the level name. In recent builds, the... sonicdoommario
14:13 Bug #1964 (In Progress): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
skyjake
13:45 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
HeXen also uses sprites with these special characters, for both the last gib death state and the ice death state, of ... vermil
13:25 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
The Arch Vile's resurrecting sprites uniquely use the special [,/ and ] characters. I believe Dday's support for thes... vermil
06:36 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
I want to add onto this report and say that it happens during single player too, not just multiplayer. I saw it happe... sonicdoommario
14:04 Bug #1982 (Closed): Crash warping to a map without MapInfo data
Couple of bugs with the level warp cheats in HeXen (both VISITxx and warp xx).
1. It currently seems to read both ...
vermil
11:54 Bug #1981 (New): Alerts can be opened in Busy mode, causing occasional visual artifacts
If for some reason, Dday doesn't claim the mouse when it becomes the focus (something that happens sometimes unfortun... vermil

2015-02-16

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... skyjake
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...
vermil
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... vermil

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... vermil
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...
Incantator
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...
skyjake
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...
Incantator
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...
Incantator
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... skyjake
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...
Incantator
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. skyjake
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... Incantator
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... skyjake
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. skyjake
10:14 Bug #1973: App init failed: CreateDirError (1.14.5)
Closing as duplicate. skyjake
10:14 Bug #1973 (Closed): App init failed: CreateDirError (1.14.5)
skyjake

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... skyjake
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... skyjake
17:39 Feature #1684 (Closed): Launching without Snowberry
skyjake
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...
skyjake
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... vermil
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...
vermil
09:10 Feature #1684 (In Progress): Launching without Snowberry
skyjake
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...
skyjake
16:08 Bug #1906 (Closed): Light decorations not changing on animated textures
danij
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... Incantator
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. Incantator
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... skyjake
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... Incantator
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 ... skyjake
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 ...
skyjake
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 ... skyjake
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 ...
vermil

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... skyjake
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. skyjake
19:19 Bug #1971 (Closed): [Doom] Invulnerability effect not cleared between maps when leaving an MP game and joining another
skyjake
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... skyjake
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... skyjake
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... skyjake
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 ...
vermil
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... vermil
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. vermil
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... vermil
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.
vermil
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... vermil
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... vermil
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 ...
vermil
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 ... skyjake
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... skyjake

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... danij
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... danij

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...
danij
11:01 Bug #1954 (In Progress): Joining an MP game from a different game causes segfault (after version conflict)
skyjake
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. skyjake
10:00 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
debug build output uploaded eunbolt
09:59 Bug #1954: Joining an MP game from a different game causes segfault (after version conflict)
ok, here is debug build output eunbolt
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...
skyjake
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...
eunbolt
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...
eunbolt
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... skyjake
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... eunbolt
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
eunbolt

2015-02-07

00:05 Bug #1955 (Closed): [Hexen] Sherlock cheat gives wrong items
danij

2015-02-06

23:57 Bug #1956 (Closed): [Chex Quest] Incorrect level names
danij
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... danij
19:25 Bug #1956 (In Progress): [Chex Quest] Incorrect level names
danij
12:48 Bug #1831 (Closed): Closing Updater Settings dialog leads to checking for updates
skyjake
11:48 Bug #1831 (Resolved): Closing Updater Settings dialog leads to checking for updates
danij
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...
danij
10:42 Bug #1831 (Feedback): Closing Updater Settings dialog leads to checking for updates
skyjake
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). skyjake
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...
sonicdoommario
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... skyjake
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. danij
10:40 Bug #1892 (Closed): Window incorrectly sized when display mode changes during startup (random)
skyjake

2015-02-05

18:34 Bug #1734 (In Progress): Games' Help InFine scripts have no sounds
skyjake
18:33 Bug #1960 (Closed): Crash when handling input events during busy mode
skyjake
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... skyjake
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)
skyjake
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)
skyjake
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... skyjake
16:24 Bug #1954 (Feedback): Joining an MP game from a different game causes segfault (after version conflict)
skyjake
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 ... skyjake
 

Also available in: Atom