Activity
From 2015-03-07 to 2015-03-20
2015-03-20
- 11:01 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- The original sprites. I've uploaded screenshots of the Pistol and Shotgun in 4:3 (1152x864) and 16:9 (1920x1080). You...
- 09:23 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- vermil wrote:
> long standing issue with Heretic and HeXen's finale text not fitting on the screen in non 4:3 screen... - 00:03 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- And I was also wondering if this report had anything to do with the vertical positioning of an HUD weapon being lower...
- 09:18 Bug #2000 (New): [Heretic, Hexen] Finale/hub text must be scaled down to fit (incorrect font glyph sizes)
- There is a long standing issue with Heretic and HeXen's finale text not fitting on the screen. Currently there is a w...
2015-03-19
- 23:11 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- Can I use this report to query if the long standing issue with Heretic and HeXen's finale text not fitting on the scr...
- 18:16 Feature #1997 (Resolved): Menu, weapon, intermission, and finale stretching in Video Settings
- I've now added the various stretching options into Video Settings. Since these are cvars, and thus game-specific, the...
- 10:03 Bug #1999: Window focus/close events ignored during busy mode (should defer)
- Similar to quiting while in busy mode, this should be handled by deferring the action (in this case pausing the game)...
2015-03-18
- 15:27 Bug #1999: Window focus/close events ignored during busy mode (should defer)
- By which I mean, it would be cool if it paused the game immediately upon loading completing, rather than pausing load...
- 15:25 Bug #1999 (New): Window focus/close events ignored during busy mode (should defer)
- Dday currently pauses if the window looses focus during gameplay. However, it doesn't pause if it looses focus during...
- 14:13 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Other source ports that I've used for various games have menu's/UI pretty much like Dday pre taskbar; the original ma...
- 12:16 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Indeed I was speaking of emulating both behavior and audio/visual aspects including page layouts (with a concession t...
- 11:52 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- I’m personally not sure the original game menus can easily co-exist with the functionality Deng Team plan to introduc...
- 11:03 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- I understood he was talking about both the visual style and the contents.
- 10:44 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- @DaniJ
May I ask for clarification; are you talking about maintaining the original menu's complete with their origin... - 01:28 Bug #1983: [Doom] "Finished" graphic placed too low
- Well, I have encountered this in all of the IWADs, so it can't just be when a WAD with replacement graphics is used. ...
2015-03-17
- 22:12 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- To clarify, I was talking about the first step toward #1197. In Ring Zero, these "injections" would not be occurring ...
- 22:09 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Naturally, a mechanism like that involving the game plugins necessitates making the plugin active and giving it acces...
- 21:57 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Rather than redesigning game definitions/resources to be understandable by Doomsday in Ring Zero — which is indeed a ...
- 20:32 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- skyjake wrote:
> But we should remember that even though the game menus remain vanilla, Doomsday can still offer its... - 19:30 Feature #1998 (New): Emulate original game menus (other settings moved to taskbar UI)
- Looking at the big picture, I agree that the only credible justification for having a game-side menu UI (that is esse...
- 14:23 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Personally I believe we should look to retain game menus comparable to those found in the original games. The issue I...
- 12:17 Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- I wonder if an RFE's sub forum, on the Dday forums, might be cool?
Deng team then create tracker items for ones th... - 12:14 Feature #1998 (In Progress): Emulate original game menus (other settings moved to taskbar UI)
- I agree. I will remove the old Sound menu.
- 12:12 Feature #1998 (New): Emulate original game menus (other settings moved to taskbar UI)
- Since the tracker can seeming be used to make suggestions, I'm going to make one :)
I would like to suggest the re...
2015-03-16
- 16:59 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- danij wrote:
> Nowadays, with 3D models, yes I'd agree. However, we are talking about sprites designed for use with ... - 15:35 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- skyjake wrote:
> the weapon is essentially part of the game world
Nowadays, with 3D models, yes I'd agree. Howeve... - 15:26 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- I think the main issue here is that the already existing options are not being presented to the user.
- 15:24 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- Vermil has aptly covered why stretching of the player weapon sprites is done by default. Its so that mods expecting t...
- 15:22 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- danij wrote:
> stretching, in general, looks better overall than framing the window within black borders
I have... - 15:15 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- The current threshold was chosen deliberately so that 16:9 is stretched by default. I did this because I felt that th...
- 11:52 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- Doomsday is the only port to offer hud weapon stretching as far as I am aware; ZDoom users have made 'widescreen' spr...
- 11:38 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- @danij, do you agree that HUD sprite stretching is not really needed at 16:9? What was the reasoning behind the curre...
- 11:36 Feature #1997 (Closed): Menu, weapon, intermission, and finale stretching in Video Settings
- In a 16:9 display mode, which is not an uncommon aspect ratio nowadays, the default settings for menu and HUD sprite ...
2015-03-15
- 18:08 Bug #1939 (Resolved): [Doom] Screen wipe wrong when loading game during InFine
- The problem was that the busy frame captured before the savegame loading begun was discarded too early.
2015-03-14
- 05:43 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Tackling the original map data in the debugger was proving to be very time consuming. So I decided to try a different...
- 01:23 Bug #1821 (In Progress): [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Initial testing indicates that those specific monsters, on this particular map, are not waking up when they otherwise...
- 00:47 Bug #1860 (Closed): [Doom] Final Doom teleporter quirk broken
- 00:47 Bug #765 (Closed): [Hexen] Korax teleport order
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...
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