Activity
From 2015-02-22 to 2015-03-07
2015-03-07
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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...
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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...
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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...
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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,...
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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...
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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...
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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...
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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...
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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...
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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...
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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...
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04:05 Bug #1026 (Feedback): Load console command music oversight
- This needs testing again with a current version of Doomsday.
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09:34 Feature #1280 (Closed): Stages for decorations
- This was actually implemented some time ago now, for Doomsday 1.10 in fact.
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09:23 Feature #1387 (Rejected): Use GL_POINT_SPRITE_ARB for tex particle rendering
- Closing as nowadays there are better algorithms for drawing particles.
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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 ...
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07:40 Feature #1525 (Closed): Allow gaps in Sprite animation frame sets
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04:11 Feature #1369 (Closed): Dynamic map lists (episode structure)
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01:04 Feature #1369 (Resolved): Dynamic map lists (episode structure)
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04:11 Bug #1896 (Closed): Validating Group def tic durations (value -1 is mishandled/unsupported)
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04:02 Bug #1093 (Rejected): Single Use Teleporter Malfunction
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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 ...
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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...
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03:29 Bug #1124 (Closed): Skybox bug
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03:27 Bug #1137 (Closed): [Deathkings] Inventory navigation
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03:26 Bug #1681 (Closed): Garbled screen build 1080
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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
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22:04 Bug #1896 (Resolved): Validating Group def tic durations (value -1 is mishandled/unsupported)
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20:03 Bug #1896 (In Progress): Validating Group def tic durations (value -1 is mishandled/unsupported)
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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 ...
2015-03-05
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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...
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11:28 Bug #1969 (In Progress): [Doom] Multiplayer intermission using incorrect header graphics
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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...
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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...
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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...
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08:33 Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
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08:32 Bug #1941 (Closed): UI cursor illegible in stereoscopic 3D
2015-03-04
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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...
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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...
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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...
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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...
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09:02 Feature #1900 (In Progress): OpenGL 3.3 Core Profile
2015-03-03
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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...
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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...
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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...
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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...
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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 ...
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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 ...
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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...
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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.
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10:33 Bug #1941 (In Progress): UI cursor illegible in stereoscopic 3D
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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...
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06:34 Bug #1984 (Closed): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
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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 ...
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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...
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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...
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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. ...
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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 ...
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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...
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03:14 Bug #1964 (Closed): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
2015-03-02
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23:45 Bug #1982 (Closed): Crash warping to a map without MapInfo data
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19:29 Bug #1982 (In Progress): Crash warping to a map without MapInfo data
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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
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09:14 Bug #1987 (In Progress): FOV gets maxed out too early in a very wide window
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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...
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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
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19:32 Bug #1985 (Closed): Linux: Doomsday halts startup until window looses focus.
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18:49 Bug #1985 (Resolved): Linux: Doomsday halts startup until window looses focus.
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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...
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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.
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15:05 Feature #1643 (In Progress): Windows installer using WiX Toolset
2015-02-28
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19:59 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- Please check if commit:9d85dd9e compiles correctly (does for me).
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19:58 Bug #1984 (Resolved): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
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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...
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07:23 Bug #1984 (In Progress): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
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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"...
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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...
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07:30 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- I have seen something similar recently. I'll investigate...
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07:29 Bug #1985 (In Progress): Linux: Doomsday halts startup until window looses focus.
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01:11 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- Additional: I am using Fedora 21 with the Nvidia 346.35 driver
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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
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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
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19:01 Bug #1954 (Closed): Joining an MP game from a different game causes segfault (after version conflict)
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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...
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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...
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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 :)
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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...
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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...
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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
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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
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