Activity
From 2015-02-28 to 2015-03-13
2015-03-13
- 15:53 Feature #1996 (Progressed): Engine-managed "map spot / point of interest" mechanism
- A fundamental requirement for runtime map editing. The engine should provide a mechanism for managing map spots used ...
- 09:09 Feature #1995 (Closed): Improved 3D model shaders
- The new 3D model shading need some improvements:
* -Allow specifying different shaders for models as needed.-
* -Pr... - 09:05 Feature #1994 (Closed): Model asset for player weapons (model.weapon.*)
- While @model.thing.*@ assets represent objects in the game world, @model.weapon.*@ would represent the "psprites", i....
- 08:41 Bug #1990 (Closed): Qt 4 incompatibility in ResourceSystem::initSprites()
2015-03-12
- 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...
- 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...
- 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 ...
- 10:39 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- But here is another.
- 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)
- 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...
- 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...
- 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...
- 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...
- 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
- 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 ...
- 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...
- 03:09 Bug #1860 (Resolved): [Doom] Final Doom teleporter quirk broken
- 02:59 Bug #1860 (In Progress): [Doom] Final Doom teleporter quirk broken
2015-03-11
- 23:45 Bug #216 (Closed): Wrong model rendered (Model Selector/DED reader)
- It seems this issue was indeed resolved some time ago.
- 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).
- 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 _...
- 17:40 Bug #765 (Resolved): [Hexen] Korax teleport order
- 17:30 Bug #765 (In Progress): [Hexen] Korax teleport order
2015-03-10
- 17:51 Bug #1990 (Resolved): Qt 4 incompatibility in ResourceSystem::initSprites()
- 16:01 Bug #1990 (In Progress): Qt 4 incompatibility in ResourceSystem::initSprites()
- 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 ... - 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
- 17:11 Bug #1969 (Closed): [Doom] Multiplayer intermission using incorrect header graphics
- 17:06 Bug #1969 (Resolved): [Doom] Multiplayer intermission using incorrect header graphics
- 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...
- 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
- 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
- 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 ...
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...
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