Activity
From 2015-02-22 to 2015-03-07
2015-03-07
- 22:32 Bug #1968: [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
- Is it possible that the death camera be made to lower to a specific height above the floor (i.e instead of lowering t...
- 17:31 Bug #1968: [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
- Fixing those kind of camera clipping issues is actually quite tricky. Simply checking the sector plane heights at the...
- 11:43 Bug #1968: [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
- Well, what I meant was, that the camera jumps up to non-footclipped position right at the start of the movement of th...
- 03:55 Bug #1968 (Feedback): [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
- When the player dies, their view height is lowered to the floor and we don't want the player looking under the floor,...
- 16:59 Feature #1548: Multi-monitor support
- Assuming that the monitors are set up as an extended desktop, it would be possible to configure a Nx1 viewgrid with a...
- 14:39 Bug #1947: Heretic Treasure Chest minor Mapinfo ded and lump reading errors
- The mif_nointermission flag was implemented during the old 1.9.0-beta days, so 1.8.6 would have baulked at its presce...
- 11:56 Bug #1947: Heretic Treasure Chest minor Mapinfo ded and lump reading errors
- I was not aware of a syntax error in the DD_DEFN lump? That said, Dday 1.8.6 appeared able to handle this syntax erro...
- 03:07 Bug #1947 (Rejected): Heretic Treasure Chest minor Mapinfo ded and lump reading errors
- This mod depends on various ZDoom specific features, which are not currently supported; extended MAPINFO syntax and f...
- 14:31 Bug #1026: Load console command music oversight
- Sounds like we're looking at different versions of AV since the one I'm using has seven files including two .WADs (OT...
- 11:54 Bug #1026: Load console command music oversight
- Hm, you shouldn't need the .DEH to load up AV's graphics. I started up Chocolate Doom without av.deh and everything l...
- 08:08 Bug #1026: Load console command music oversight
- sonicdoommario wrote:
> I typed in load av.wad into the title screen...
Note that Alien Vendetta is comprised of ... - 06:04 Bug #1026: Load console command music oversight
- I typed in load av.wad into the title screen on build 1525. The title screen music stops and does not switch to the A...
- 04:05 Bug #1026 (Feedback): Load console command music oversight
- This needs testing again with a current version of Doomsday.
- 09:34 Feature #1280 (Closed): Stages for decorations
- This was actually implemented some time ago now, for Doomsday 1.10 in fact.
- 09:23 Feature #1387 (Rejected): Use GL_POINT_SPRITE_ARB for tex particle rendering
- Closing as nowadays there are better algorithms for drawing particles.
- 07:43 Feature #1525: Allow gaps in Sprite animation frame sets
- As of commit f4ab2ee Doomsday now supports gaps in Sprite frame animation sets and mimics ZDoom by hiding the sprite ...
- 07:40 Feature #1525 (Closed): Allow gaps in Sprite animation frame sets
- 07:19 Revision f4ab2ee9 (github): ResourceSystem: Removed internal Sprite frame limit (was 29)
- Previously a Sprite could comprise 29 frames at most because of the
limitations concerning lump names and vanilla mec... - 04:11 Feature #1369 (Closed): Dynamic map lists (episode structure)
- 01:04 Feature #1369 (Resolved): Dynamic map lists (episode structure)
- 04:11 Bug #1896 (Closed): Validating Group def tic durations (value -1 is mishandled/unsupported)
- 04:02 Bug #1093 (Rejected): Single Use Teleporter Malfunction
- 03:43 Bug #1915 (New): Click-to-focus also handled as UI click
- Further testing shows there is indeed an issue here - if one clicks to focus a presently unfocused window, while the ...
- 03:38 Bug #1915 (Feedback): Click-to-focus also handled as UI click
- I cannot replicate this on my Windows 7 dev system. As skyjake pointed out, it would be very helpful to know the step...
- 03:29 Bug #1124 (Closed): Skybox bug
- 03:27 Bug #1137 (Closed): [Deathkings] Inventory navigation
- 03:26 Bug #1681 (Closed): Garbled screen build 1080
- 03:22 Bug #1857 (Rejected): Visual corruption on transparent textures
- Looks like a problem with that grate texture's alpha mask, rather than a problem in Doomsday itself. Id suggest repor...
2015-03-06
- 22:04 Bug #1896 (Resolved): Validating Group def tic durations (value -1 is mishandled/unsupported)
- 20:03 Bug #1896 (In Progress): Validating Group def tic durations (value -1 is mishandled/unsupported)
- 19:59 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
- I see. Yeah a duration of Group.Flat/Texture.Tics = -1 has never been supported as there is no "infinite" concept at ...
- 22:03 Revision 1cd4cfe0 (github): libcommon: Cleanup
- 22:03 Revision f86f1285 (github): Fixed|Definitions|libdoomsday: Group definition frame duration validation (mishandled -1)
- Do not handle Group definitions whose frame durations do not describe
a valid animation sequence, when generating Mat...
2015-03-05
- 15:12 Revision 40b98125 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 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
- 08:32 Revision ea6bf14b (github): Fixed|UI|Client: Show projected mouse cursor in all displacing VR modes
- All VR modes that move window content around should use the custom cursor
since it will then be appropriately duplica... - 08:30 Revision fad9c76e (github): Fixed|UI|Client: Show projected mouse cursor in all displacing VR modes
- All VR modes that move window content around should use the custom cursor
since it will then be appropriately duplica...
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... - 11:47 Revision b6c4de62 (github): Documentation|libcommon: Minor apidoc tweaks
- 11:19 Revision e3277ed2 (github): libcommon: Cleanup
- 10:55 Revision e9eb9f51 (github): Documentation|libcommon|libhexen: Typos
- 10:29 Revision 180a66c9 (github): Refactor|Hexen|libcommon: Consolidated more logic for launching missiles, cleanup
- Updated missile launching for Korax and IceGuy to use the revised
mechanism, which separates spawning from launching. - 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)
- 03:09 Revision 422aba10 (github): Fixed|MaterialTextureLayer|Resources: MaterialTextureLayer::AnimationStage() should not decode texture URIs
- IssueID #1964
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
- 23:44 Revision 8e6b6566 (github): Fixed: Crash warping to a map without MapInfo data
- Added fallback MapInfo data to be used as a last resort, when no def
is defined for the current map and the game does... - 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...
- 09:28 Revision c295277e (github): Documentation|Doxygen|libcore: Added missing argument
- 09:24 Revision 90c07579 (github): Fixed|Renderer: Don't try to correct the FOV angle in a very wide window
- IssueID #1987
- 09:24 Revision b00c4e61 (github): Fixed|Renderer: Don't try to correct the FOV angle in a very wide window
- IssueID #1987
- 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...
- 18:52 Revision 94438568 (github): Fixed|X11|Canvas: Window refresh does not start properly
- A paint event needs to be completed before another refresh is scheduled.
With the resize timer preventing painting, w... - 18:49 Revision 8ac12bf1 (github): Fixed|X11|Canvas: Window refresh does not start properly
- A paint event needs to be completed before another refresh is scheduled.
With the resize timer preventing painting, w... - 18:20 Revision a2415db2 (github): CMake|Windows: Install Visual C++ redistributable libraries
- 15:49 Revision 671430d5 (github): CMake|Windows: Tweaks for WiX installer packaging
- 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...
- 19:54 Revision 9d85dd9e (github): All Games|libcommon: Include path for config.h
- Perhaps a more specific path helps with this issue.
IssueID #1984 - 19:48 Revision 8e78e6c2 (github): CMake: Option to install SDK; cleaned up OS X deployment
- When creating a binary package on OS X, only the apps and the Readme
should be present. - 19:44 Revision d7e16225 (github): All Games|libcommon: Include path for config.h
- Perhaps a more specific path helps with this issue.
IssueID #1984 - 17:22 Revision bbe9dda5 (github): CMake: Cleanup
- 14:29 Revision d21c690c (github): CMake|OS X: Code signing
- To comply with code signing rules, the plugins were moved under the
app bundle's PlugIns directory (PlugIns/Doomsday)... - 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...
2015-02-27
- 16:39 Revision 3baf9c4a (github): CMake: Require CMake 3.1
- 16:39 Revision 995fda4a (github): CMake|OS X: Fixed issues with the CPack installation procedure
- In custom install scripts, CMAKE_INSTALL_PREFIX will be different
when running CPack so the variable must not be eval...
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)
- 12:09 Revision dc209f57 (github): Assimp: Updated the Git submodule
- 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...
- 07:05 Revision 3a37d7e3 (github): Refactor|libcommon: Further simplified acs::System
- Since the recent introduction of acs::Module there is no longer a
need for the acs::System pimpl struct to hold a ref... - 06:43 Revision 70da41ce (github): CMake|OS X: Building and running with Xcode
- Like MSVS, Xcode uses different folders for the Debug and Release
binaries. The INTDIR or $<TARGET_FILE> is now used ... - 06:41 Revision 34730448 (github): libcommon|acs::System: Ensure the current ACScript module is unloaded when changing map
- Previously if the bytecode format for the new map was unrecognized
then the module for the previous map would remain ... - 05:44 Revision cab7a816 (github): libcommon|Hexen: Cleanup
- 04:44 Revision 5e1ffc6f (github): Typos
- 04:41 Revision 6d551400 (github): Fixed|64-bit|libcommon|acs::System: 32-bit integer assumptions (de)serializing ACScript world state
- 04:27 Revision d89d7177 (github): Fixed|Hexen: Various invalid memory reads when starting ACScripts
- Vanilla logic makes a lot of assumptions concerning the number of
arguments a given script expects. Resulting in read...
2015-02-23
- 15:01 Revision df454547 (github): CMake: Don't use exported SDK libs if present in current build
- Once installed, CMake will find the SDK libs in the installation
location (at least on Windows). This should ensure t... - 12:20 Revision 3357df66 (github): Fixed|Client: Use the renamed DD_FLOAT() macro (instead of FLOAT)
- Avoiding clashes with the Win32 API.
- 12:12 Revision 65e20240 (github): CMake|OS X: Unix include directories needed, too
- 12:04 Revision 9a70fd13 (github): CMake|Oculus Rift: Check that LibOVR version is correct; update for 0.4.4
- 11:08 Revision e67bc5bf (github): CMake: Check environment variable DENG_DEPEND_PATH; cleanup
- cotire is now disabled by default if ccache is found.
- 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...
- 09:21 Revision 04452f9d (github): Debug|World: Avoid crash when analyzing alpha of a missing sprite texture
- IssueID #1964
- 09:19 Revision 5206343b (github): CMake: User-friendliness; don't try to install from deployed bin folder
- 09:18 Revision e0119736 (github): Debug|World: Avoid crash when analyzing alpha of a missing sprite texture
- IssueID #1964
- 07:10 Revision ba144563 (github): Cleanup|libcommon: acs::System (redundant namespace qualification)
- 05:55 Revision eca8200e (github): Fixed|libcommon|acs::System: Possible state invalidation when loading acs::Modules
- 05:30 Revision fb681a72 (github): Cleanup|libcommon: acs::Module
- 05:02 Revision f8ec3e2b (github): Refactor|libcommon|acs::System: ACS Module abstraction (cleanup)
- Introduced a Module abstraction/concept to the ACS scripting system,
for better SOC (although presently, only one mod...
2015-02-22
- 20:05 Revision 3ed7c865 (github): Fixed|libcore|ScriptSystem: Possible crash when importing modules
- The sorting predicate was not correct (not a bool), which could
confuse MSVC's std::list. - 20:04 Revision 1a7177f2 (github): Fixed|libcore|ScriptSystem: Possible crash when importing modules
- The sorting predicate was not correct (not a bool), which could
confuse MSVC's std::list. - 20:02 Revision f68216b8 (github): CMake|Windows: RC for libcore, client, and shell
- Icons, version information, etc.
- 17:51 Revision 852e360c (github): CMake|Windows: Win32 resources and exports for plugins
- Making this automatic via deng_add_plugin() makes more sense.
- 17:28 Revision 80572728 (github): CMake|Windows: API exports, running windeployqt, .pack output
- 16:51 Revision 67a23690 (github): CMake|Windows: Precompiled headers, better dependency finding
- 12:55 Revision f3079227 (github): CMake|Windows: Looking for DirectX and EAX
- 10:18 Revision 7f9c1de4 (github): Cleanup: Renamed the LONG/SHORT macros
- The LONG macro conflicted with the LONG typedef in <windows.h>.
- 09:57 Revision ca840c01 (github): CMake|Windows: Configuring the build for 32-bit Windows
- Modified dependency finders to work on Windows.
- 09:45 Feature #1887 (In Progress): Migrate project build system to CMake 3
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