Activity
From 2015-02-20 to 2015-03-05
2015-03-05
- 13:16 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- Ah so the report is actually about the text replacement strings not being abbreviated, rather than their replacing th...
- 11:28 Bug #1969 (In Progress): [Doom] Multiplayer intermission using incorrect header graphics
- 11:27 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- vermil wrote:
> the 'comment's' tab, that is displayed by default is sometimes erratic with regards to what, if any,... - 11:16 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- Sorry, I thought DaniJ had deleted his comment (the 'comment's' tab, that is displayed by default is sometimes errati...
- 07:57 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- danij wrote:
> All current versions of libdoom's inlude.ded seemingly use the correct names for these patches. Maybe... - 12:15 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
- I was indeed specifying -1 in a group def. As I wrote above, I wasn't sure if it was a bug or a never supported featu...
- 08:38 Feature #1887: Migrate project build system to CMake 3
- The final hurdle before this can be merged to master is to update the autobuilder to use CMake. This means that Snowb...
- 08:33 Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
- 08:32 Bug #1941 (Closed): UI cursor illegible in stereoscopic 3D
2015-03-04
- 13:41 Feature #1986: [MP] Configure what the server does when an episode ends
- danij wrote:
> If the exit conditions are converted to game rules and the cycle itself is defined in an Episode def,... - 13:32 Feature #1986: [MP] Configure what the server does when an episode ends
- danij wrote:
> implementing such cycles as scripts
That is not what I meant. The idea I failed to describe in my ... - 13:02 Feature #1986: [MP] Configure what the server does when an episode ends
- Thinking about the "timed exit conditions" of the map cycle - these are actually game rules. If the exit conditions a...
- 12:55 Feature #1986: [MP] Configure what the server does when an episode ends
- To make clear, everything I said above was meant to be server admin controlled; none of it was meant to be client con...
- 12:52 Feature #1986: [MP] Configure what the server does when an episode ends
- I agree that the most logical course of action would be to simply restart the current episode once the finale has end...
- 11:43 Feature #1986: [MP] Configure what the server does when an episode ends
- STAGE 1: Dealing with the main issue
My opinion is that by default, an episode should loop back to its beginning w... - 09:05 Feature #1900: OpenGL 3.3 Core Profile
- This work has been started in the @opengl3.3@ branch, although the crucial step of switching to @QOpenGLWindow@ has n...
- 09:02 Feature #1900 (In Progress): OpenGL 3.3 Core Profile
2015-03-03
- 22:03 Feature #1986: [MP] Configure what the server does when an episode ends
- I'm struggling to see a tangible benefit in implementing such cycles as scripts in and of themselves. Conceptually, a...
- 12:58 Feature #1986: [MP] Configure what the server does when an episode ends
- I sincerely hope you are joking re using Episodes to represent a cycle of episodes. It makes zero sense other than in...
- 10:42 Feature #1986: [MP] Configure what the server does when an episode ends
- However, to tackle this issue for the near term (with least amount of effort), even just restarting the cycle (if a c...
- 10:39 Feature #1986: [MP] Configure what the server does when an episode ends
- If we were to retain the current map cycle implementation, sure, that would make sense. However, I would like to repl...
- 06:57 Feature #1986: [MP] Configure what the server does when an episode ends
- Perhaps this functionality should be combined into the map cycle expression? The map cycle is already functioning at ...
- 12:49 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- I didn't state or assume otherwise. My only intention was to draw attention to a point raised earlier - the apparent ...
- 10:32 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- danij wrote:
> The only remaining issue that I'm seeing from the original report is the delayed minimum OpenGL versi... - 00:10 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- The only remaining issue that I'm seeing from the original report is the delayed minimum OpenGL version check. You ar...
- 10:34 Bug #1941: UI cursor illegible in stereoscopic 3D
- Fixing this should be pretty trivial so I'll take care of it for 1.15.
- 10:33 Bug #1941 (In Progress): UI cursor illegible in stereoscopic 3D
- 05:12 Bug #1941: UI cursor illegible in stereoscopic 3D
- Changing things so that the project-cursor-on-UI-plane logic is used in all stereoscopic 3D modes does indeed solve t...
- 06:34 Bug #1984 (Closed): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- 06:08 Bug #1896 (Feedback): Validating Group def tic durations (value -1 is mishandled/unsupported)
- @vermil: How are you specifying a duration of -1 tics? Using the old Group method? (I don't believe a duration of -1 ...
- 05:52 Bug #1963: [Doom] Spawning on top of a weapon leads to broken weapon (multiplayer)
- Most likely the reported behavior is symptomatic of a more general issue concerning player state updates in multiplay...
- 05:36 Bug #1969 (Feedback): [Doom] Multiplayer intermission using incorrect header graphics
- All current versions of libdoom's inlude.ded seemingly use the correct names for these patches. Maybe this is a repor...
- 05:31 Bug #1983: [Doom] "Finished" graphic placed too low
- This issue occurs only if a replacement text is found for the map title patch and replacements are actually enabled. ...
- 05:20 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
- Now that the map progression is described in Episode definitions it follows that the interlude to be played during a ...
- 03:33 Bug #1729: Repeat loading of DEHACKED patches specified on the command line following a game change
- To fix the underlying issue the Right Way, requires implementing a new mechanism for describing game sessions; includ...
- 03:14 Bug #1964 (Closed): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
2015-03-02
- 23:45 Bug #1982 (Closed): Crash warping to a map without MapInfo data
- 19:29 Bug #1982 (In Progress): Crash warping to a map without MapInfo data
- 22:07 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- Confirmed that the issue is now fixed.
Thanks - 22:04 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- Confirmed that it builds and runs successfully with the latest build.
Thanks. - 09:28 Bug #1987 (Resolved): FOV gets maxed out too early in a very wide window
- 09:14 Bug #1987 (In Progress): FOV gets maxed out too early in a very wide window
- 09:03 Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
- When the game window is very wide, the FOV setting gets maxed out too early. The behavior should be changed so that i...
- 08:52 Feature #1986 (New): [MP] Configure what the server does when an episode ends
- Currently if an episode ends, the server will get stuck in the finale animation and the only way forward is to manual...
2015-03-01
- 19:32 Bug #1985 (Closed): Linux: Doomsday halts startup until window looses focus.
- 18:49 Bug #1985 (Resolved): Linux: Doomsday halts startup until window looses focus.
- 18:55 Feature #1887: Migrate project build system to CMake 3
- CPack packaging is now set up. The produced packages still need fine-tuning with regard to metadata, installer UI gra...
- 15:08 Feature #1643: Windows installer using WiX Toolset
- CMake supports WiX, so unless significant customization is required, we can switch to an @.msi@ installer quite easily.
- 15:05 Feature #1643 (In Progress): Windows installer using WiX Toolset
2015-02-28
- 19:59 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- Please check if commit:9d85dd9e compiles correctly (does for me).
- 19:58 Bug #1984 (Resolved): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- 07:27 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- There must be a config.h on the include path that gets priority over libcommon's config.h. I'll make the #include use...
- 07:23 Bug #1984 (In Progress): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- 00:42 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- *Update:* Modified d_config.h, d_config.h (in doom64) and h_config.h to use the absolute path for #include "config.h"...
- 00:16 Bug #1984 (Closed): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- @gcc -c -pipe -std=c99 -fms-extensions -I/usr/include/assimp -O2 -g -pipe -Wall -Werror=format-security -Wp,-D_FORTIF...
- 07:30 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- I have seen something similar recently. I'll investigate...
- 07:29 Bug #1985 (In Progress): Linux: Doomsday halts startup until window looses focus.
- 01:11 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- Additional: I am using Fedora 21 with the Nvidia 346.35 driver
- 01:06 Bug #1985 (Closed): Linux: Doomsday halts startup until window looses focus.
- I have seen this issue on both Ubuntu and Fedora. Only noticed it on recent builds.
When doomsday is launched a wi...
2015-02-25
- 16:38 Feature #1887: Migrate project build system to CMake 3
- This work is ongoing in the @cmake-build@ branch. The status is that one can build a fully functional Doomsday plus a...
2015-02-24
- 19:01 Bug #1954 (Closed): Joining an MP game from a different game causes segfault (after version conflict)
- 11:51 Bug #1982: Crash warping to a map without MapInfo data
- The issue with applying special behavior to the VISIT cheat is that these are translated into a warp command automati...
- 11:28 Bug #1982: Crash warping to a map without MapInfo data
- 1) was basically different behaviour versus Vanilla yes.
Though, perhaps the VISIT cheat should be locked to ... - 11:15 Bug #1982: Crash warping to a map without MapInfo data
- So to clarify, 1) is a report concerning behavior that differed from vanilla, rather than being taken to the wrong ma...
- 11:05 Bug #1982: Crash warping to a map without MapInfo data
- I'm not overly surprised this was a deliberate change (versus Vanilla). But I figure it's better to be sure :)
- 11:01 Bug #1982: Crash warping to a map without MapInfo data
- Both the VISIT cheat and the warp XX command expect warp numbers. This means that the map you will be taken to is tha...
- 10:06 Bug #1982 (Feedback): Crash warping to a map without MapInfo data
- Can you give some examples of the inputs you are trying that do not take you the map you expected? I've tried to repl...
- 09:52 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- danij wrote:
> I'm guessing the problem lies in the sprite Texture generation in ResourceSystem. The name should be... - 09:10 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- I've discovered that the reason why the sprites are missing is that @findTextureForAnimationStage()@ fails with a @Mi...
2015-02-23
- 09:25 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- I managed to find where the crash is occurring with Traductus (savegame attached). The associated commit commit:04452...
2015-02-22
2015-02-20
- 12:43 Bug #1957: [Doom] God Mode cheat doesn't respect Values def
- Further testing reveals that this issue isn't that god mode set's the player's health to 100 internally.
Rather th...
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