Activity
From 2015-03-16 to 2015-03-29
2015-03-28
- 18:35 Feature #1675 (In Progress): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- 16:22 Bug #2004: Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- Please test with the next build to see if the invulnerability effect is now working as expected. The effect is now ap...
- 13:10 Bug #2004 (Resolved): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
2015-03-27
- 05:53 Bug #2004 (In Progress): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- 00:33 Bug #2005 (Closed): [Doom] Configure Weapon Priority Order Broken
- I don't know if I'm doing this wrong, but I have encountered this on all the computers in my house. I am unable to re...
2015-03-26
- 19:51 Bug #2004: Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- In the above cases, if I load a save game or use the level warp cheat to move to another map in the same game, the in...
- 19:48 Bug #2004 (Closed): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- The Invulnerability filter isn't cleared when the player leaves a map via means other than pressing an exit switch; f...
- 19:37 Bug #1776: [Doom] Invulnerability effect not cleared between maps (leaving a map)
- This issue was closed for the 1.14.1 release. Reopening it would remove it from that version. Please submit a new bug...
- 19:33 Bug #1776: [Doom] Invulnerability effect not cleared between maps (leaving a map)
- Can I reopen this report; it appears that it was fixed in the specific case of a player exiting a map via an exit swi...
- 11:52 Bug #1939 (Closed): [Doom] Screen wipe wrong when loading game during InFine
- 11:20 Bug #2002: Light decoration level fields ignored if min/max values indentical
- I guess this could be converted to an RFE then?
- 01:25 Bug #2002 (Rejected): Light decoration level fields ignored if min/max values indentical
- This is expected behavior. The docs define behavior for the min < max and max > min cases. As such @if min == max@ th...
- 08:26 Bug #2003 (Closed): Windows uninstaller leaves compiled Python files behind
- When one uninstalls Dday on Windows, it leaves various Python files in the Snowberry folder. These files should be au...
2015-03-25
- 22:56 Bug #2002 (Rejected): Light decoration level fields ignored if min/max values indentical
- In light decoration def's, the levels field appears to be ignored if the min/max values are identical.
Sure I coul... - 11:29 Feature #2001: Uninstall savegames, configs and other runtime files (optionally)
- I figure it's sort of related; when one uninstalls Dday on Windows, it leaves various Python files in the Snowberry f...
- 10:55 Feature #2001: Uninstall savegames, configs and other runtime files (optionally)
- Whoops, accidently listed it as a bug.
Users seem able to copy a report and change it from bug to RFE and vice ver... - 10:54 Feature #2001 (Rejected): Uninstall savegames, configs and other runtime files (optionally)
- Maybe the Dday uninstaller could be updated with a message saying it doesn't remove config's, save games etc (perhaps...
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...
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...
- 22:43 Bug #1961 (New): Client fatal error due to invalid data received from server
- 22:42 Feature #1370 (New): Halos with fading trails (to go with the slowed occlusion)
- 22:40 Bug #1730 (Closed): Failure to close taskbar dialogs/popups with click outside
- 19:47 Bug #1730 (Resolved): Failure to close taskbar dialogs/popups with click outside
- 16:08 Feature #1997 (Closed): Menu, weapon, intermission, and finale stretching in Video Settings
- 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 ...
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 ...
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