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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... danij
11:28 Bug #1969 (In Progress): [Doom] Multiplayer intermission using incorrect header graphics
skyjake
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,...
skyjake
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... vermil
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...
skyjake
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... vermil
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... skyjake
08:33 Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
skyjake
08:32 Bug #1941 (Closed): UI cursor illegible in stereoscopic 3D
skyjake

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,...
danij
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 ...
skyjake
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... danij
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... vermil
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... danij
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...
vermil
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... skyjake
09:02 Feature #1900 (In Progress): OpenGL 3.3 Core Profile
skyjake

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... danij
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... danij
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... skyjake
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... skyjake
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 ... danij
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 ... danij
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...
skyjake
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... danij
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. skyjake
10:33 Bug #1941 (In Progress): UI cursor illegible in stereoscopic 3D
skyjake
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... danij
06:34 Bug #1984 (Closed): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
skyjake
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 ... danij
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... danij
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... danij
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. ... danij
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 ... danij
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... danij
03:14 Bug #1964 (Closed): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
danij

2015-03-02

23:45 Bug #1982 (Closed): Crash warping to a map without MapInfo data
danij
19:29 Bug #1982 (In Progress): Crash warping to a map without MapInfo data
danij
22:07 Bug #1985: Linux: Doomsday halts startup until window looses focus.
Confirmed that the issue is now fixed.
Thanks
toxicshadow
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.
toxicshadow
09:28 Bug #1987 (Resolved): FOV gets maxed out too early in a very wide window
skyjake
09:14 Bug #1987 (In Progress): FOV gets maxed out too early in a very wide window
skyjake
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... skyjake
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... skyjake

2015-03-01

19:32 Bug #1985 (Closed): Linux: Doomsday halts startup until window looses focus.
skyjake
18:49 Bug #1985 (Resolved): Linux: Doomsday halts startup until window looses focus.
skyjake
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... skyjake
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. skyjake
15:05 Feature #1643 (In Progress): Windows installer using WiX Toolset
skyjake

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). skyjake
19:58 Bug #1984 (Resolved): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
skyjake
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... skyjake
07:23 Bug #1984 (In Progress): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
skyjake
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"... toxicshadow
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... toxicshadow
07:30 Bug #1985: Linux: Doomsday halts startup until window looses focus.
I have seen something similar recently. I'll investigate... skyjake
07:29 Bug #1985 (In Progress): Linux: Doomsday halts startup until window looses focus.
skyjake
01:11 Bug #1985: Linux: Doomsday halts startup until window looses focus.
Additional: I am using Fedora 21 with the Nvidia 346.35 driver toxicshadow
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...
toxicshadow

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... skyjake

2015-02-24

19:01 Bug #1954 (Closed): Joining an MP game from a different game causes segfault (after version conflict)
skyjake
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... danij
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 ...
vermil
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... danij
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 :) vermil
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... danij
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... danij
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...
skyjake
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... skyjake

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... skyjake

2015-02-22

09:45 Feature #1887 (In Progress): Migrate project build system to CMake 3
skyjake

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...
vermil
 

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