Activity
From 2015-02-27 to 2015-03-12
2015-03-12
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16:36 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Ah, I see. Thanks for the clarification; your original report now makes a lot more sense to me. I've a couple of work...
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13:34 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Please note that in my initial report above, that I said Seven Portals (the main hub or Map02 to use it's ID) and Cha...
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13:25 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- A saved game is no good to me until we've decided this issue is related. As I said I cannot replicate any issue with ...
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10:39 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- But here is another.
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10:35 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- I used HeXen's Seven Portals hub map as a test, yes.
I sent you a save game to test this with a month or so ago, b... -
01:37 Bug #1821 (Feedback): [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
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01:37 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- I built wakeuptest.wad (attached) to try out Chaos Serpent wakeup behavior and could find no issue in build 1528. Did...
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13:46 Bug #1992: Load console command segfaults (needs retesting)
- This is one of the two add-ons
http://www.doomworld.com/idgames/index.php?file=levels/doom2/m-o/muskadet.zip
It... -
13:44 Bug #1992: Load console command segfaults (needs retesting)
- I've tested it with two add-ons myself, both feature Doom2 derived TEXTURE1 and PNAME lumps that add at least one tex...
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13:02 Bug #1992: Load console command segfaults (needs retesting)
- Most likely this is a specific issue triggered by something in the add-on, as I've been using the load command extens...
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12:32 Bug #1992: Load console command segfaults (needs retesting)
- I was originally going to write this as another report, but I debate if it may be related.
I'll make clear that I ... -
12:13 Bug #1992: Load console command segfaults (needs retesting)
- Specifically, the seg fault occurs if the player has entered any map since starting the game mode (i.e if they use th...
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12:08 Bug #1992 (Closed): Load console command segfaults (needs retesting)
- In the latest unstable, the load console command causes a segfault when it tries to load a file.
Not the most tech... -
13:06 Bug #1993 (Feedback): Switching maps while XG lines are active causes seg fault
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13:06 Bug #1993: Switching maps while XG lines are active causes seg fault
- Please provide a copy of the mod in question and detail the steps to replicate the issue. The original report is too ...
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12:51 Bug #1993 (Feedback): Switching maps while XG lines are active causes seg fault
- Exiting or warping to another map while an XG def is active (whether or not it is actually affecting the map) appears...
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03:33 Revision fdf4294e (github): Fixed|Doom: Final Doom Lost Soul bounce correction (regression)
- Another mix up where global var gameMode was compared with the GM_*
flags rather than gamemode_t.
(A full search for... -
03:09 Revision 90b22cbd (github): Fixed|Doom: Final Doom teleport destination altitude (regression)
- A simple mix up - global var gameMode is gamemode_t and should be
compared with values in that enum, rather than the ... -
03:09 Bug #1860 (Resolved): [Doom] Final Doom teleporter quirk broken
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02:59 Bug #1860 (In Progress): [Doom] Final Doom teleporter quirk broken
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02:11 Revision 96aaa1e5 (github): libcommon: Tweaked log message verbosity wrt palette translation table loading
2015-03-11
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23:45 Bug #216 (Closed): Wrong model rendered (Model Selector/DED reader)
- It seems this issue was indeed resolved some time ago.
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23:21 Bug #1119 (Rejected): Non-functional secret exit (No Rest For The Living)
- BFG Edition and the extension episode No Rest For The Living are not presently supported (RFE #1575 covers this, also).
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18:53 Bug #1929: Sprite priority handling
- Evidently this is also sensitive to the load order. In the above example, if one provides an additional POSSA0 lump _...
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17:40 Bug #765 (Resolved): [Hexen] Korax teleport order
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17:30 Bug #765 (In Progress): [Hexen] Korax teleport order
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17:38 Revision 0897e5c9 (github): Fixed|Hexen: Korax teleport order (refactoring oversight)
- IssueID #765
2015-03-10
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18:16 Revision 1ed7ff29 (github): ResourceSystem: Cleanup
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17:51 Bug #1990 (Resolved): Qt 4 incompatibility in ResourceSystem::initSprites()
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16:01 Bug #1990 (In Progress): Qt 4 incompatibility in ResourceSystem::initSprites()
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08:17 Bug #1990 (Closed): Qt 4 incompatibility in ResourceSystem::initSprites()
- Build 1528 fails when compiling with Qt 4.7, because QMap::firstKey() is not availble.
This loop could be written ... -
17:51 Revision 7324fcf5 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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17:51 Revision 86aca9f0 (github): Refactor|ResourceSystem: Cleaned up Sprite frame set construction
- IssueID #1990
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08:27 Feature #1991 (Closed): Qt 5.5 as minimum requirement for GUI, Qt 5.x for non-GUI build
- Qt 4 is nowdays in maintenance mode and is not being actively developed any more. Qt 5 offers better APIs and more up...
2015-03-08
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17:11 Bug #1969 (Closed): [Doom] Multiplayer intermission using incorrect header graphics
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17:06 Bug #1969 (Resolved): [Doom] Multiplayer intermission using incorrect header graphics
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17:09 Revision a0d80144 (github): Fixed|Doom|Multiplayer: Overlapping headings in the intermission screen
- There is no room to spell out "SECRETS" and "FRAGS".
IssueID #1969 -
17:09 Revision 7aa45a91 (github): Fixed|Doom|Multiplayer: Overlapping headings in the intermission screen
- There is no room to spell out "SECRETS" and "FRAGS".
IssueID #1969 -
17:07 Revision 7689e2d2 (github): Merge branch 'master' into cmake-build
- Conflicts:
doomsday/apps/plugins/common/src/acs/interpreter.cpp
doomsday/apps/plugins/common/src/acs/system.cpp -
17:04 Bug #1989 (New): Client assert fail (possible crash) if joining game during intermission
- If the server is in the intermission screen, a client connects, and then triggers the Fire control (to advance to the...
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02:10 Bug #1988 (New): [MP] When spawning on a weapon, weapon fires at speed of pistol
- not sure if this is still a bug.
When spawning ontop of a weapon in deathmatch, latest doomsday stable build doomsda... -
00:36 Bug #1968 (New): [Heretic, HeXen] Player's death removes footclipping effect (viewpoint jumps abruptly)
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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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)
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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 ...
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22:03 Revision 1cd4cfe0 (github): libcommon: Cleanup
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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
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15:12 Revision 40b98125 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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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
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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
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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... -
11:47 Revision b6c4de62 (github): Documentation|libcommon: Minor apidoc tweaks
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11:19 Revision e3277ed2 (github): libcommon: Cleanup
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10:55 Revision e9eb9f51 (github): Documentation|libcommon|libhexen: Typos
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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...
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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)
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03:09 Revision 422aba10 (github): Fixed|MaterialTextureLayer|Resources: MaterialTextureLayer::AnimationStage() should not decode texture URIs
- IssueID #1964
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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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
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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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09:28 Revision c295277e (github): Documentation|Doxygen|libcore: Added missing argument
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09:24 Revision 90c07579 (github): Fixed|Renderer: Don't try to correct the FOV angle in a very wide window
- IssueID #1987
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09:24 Revision b00c4e61 (github): Fixed|Renderer: Don't try to correct the FOV angle in a very wide window
- IssueID #1987
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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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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
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15:49 Revision 671430d5 (github): CMake|Windows: Tweaks for WiX installer packaging
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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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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
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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...
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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...
2015-02-27
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16:39 Revision 3baf9c4a (github): CMake: Require CMake 3.1
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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...
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