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From 2015-03-11 to 2015-03-24

2015-03-23

08:08 Bug #1026: Load console command music oversight
Did you get your AV zip from http://www.doom2.net/wads/av.zip? We may be using the same version as I did undershoot t... sonicdoommario

2015-03-21

22:53 Feature #1794: Mobile apps and shared client/server code (more modular code structure)
The work in the @cmake-build@ branch brings some improvements for modularity. Also, Qt 5 has better support for mobil... skyjake
22:43 Bug #1961 (New): Client fatal error due to invalid data received from server
skyjake
22:42 Feature #1370 (New): Halos with fading trails (to go with the slowed occlusion)
skyjake
22:40 Bug #1730 (Closed): Failure to close taskbar dialogs/popups with click outside
skyjake
19:47 Bug #1730 (Resolved): Failure to close taskbar dialogs/popups with click outside
skyjake
16:08 Feature #1997 (Closed): Menu, weapon, intermission, and finale stretching in Video Settings
skyjake
12:56 Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
sonicdoommario wrote:
> the weapons are a little "sunk" on the 16:9 screenshots.
You have the status bar open. I ...
skyjake

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... sonicdoommario
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...
skyjake
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... sonicdoommario
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... skyjake

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... vermil
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... skyjake
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)... danij

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... vermil
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... vermil
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... vermil
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... danij
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... vermil
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. skyjake
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...
vermil
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. ... sonicdoommario

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 ... skyjake
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... danij
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 ... skyjake
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...
danij
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... skyjake
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... danij
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...
vermil
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. skyjake
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...
vermil

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 ...
skyjake
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...
danij
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. danij
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... danij
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...
skyjake
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... danij
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... vermil
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... skyjake
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 ... skyjake

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. skyjake

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... danij
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... danij
00:47 Bug #1860 (Closed): [Doom] Final Doom teleporter quirk broken
danij
00:47 Bug #765 (Closed): [Hexen] Korax teleport order
danij

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 ... danij
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...
skyjake
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.... skyjake
08:41 Bug #1990 (Closed): Qt 4 incompatibility in ResourceSystem::initSprites()
skyjake

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... danij
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... vermil
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 ... danij
10:39 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
But here is another.
vermil
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...
vermil
01:37 Bug #1821 (Feedback): [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
danij
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... danij
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...
vermil
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... vermil
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... danij
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 ...
vermil
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... vermil
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...
vermil
13:06 Bug #1993 (Feedback): Switching maps while XG lines are active causes seg fault
danij
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 ... danij
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... vermil
03:09 Bug #1860 (Resolved): [Doom] Final Doom teleporter quirk broken
danij
02:59 Bug #1860 (In Progress): [Doom] Final Doom teleporter quirk broken
danij

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. danij
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). danij
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 _... danij
17:40 Bug #765 (Resolved): [Hexen] Korax teleport order
danij
17:30 Bug #765 (In Progress): [Hexen] Korax teleport order
danij
 

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