Activity
From 2015-04-03 to 2015-04-16
2015-04-16
- 14:17 Bug #1817: Premap infine and preplaying music oversight
- To toss something else into this, if one starts a new game while pre-map01 infine is playing, dday changes the music ...
2015-04-15
- 04:28 Revision 78beecf3 (github): Refactor|AngleClipper|Renderer: Further revised AngleClipper's clip/occlusion structs
- 03:46 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
- Although revision 9a7c162c addresses the fatal error (the Zone is no longer used for allocating clip/occlusion ranges...
- 00:25 Bug #1734: Games' Help InFine scripts have no sounds
- I was able to load up Doom 1.666 in Doomsday, and to be more specific, pressing F1 takes you to HELP2 (the screen tha...
2015-04-14
- 05:09 Revision 9a7c162c (github): Refactor|Renderer: Use an object-oriented model for AngleClipper
- Todo for later: Much more can be done to improve the implementation.
Although, it remains to be seen whether we'll st...
2015-04-13
- 17:13 Bug #2014 (In Progress): Fatal error with light-decoration test map (orange bookkeeping error)
- 16:18 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
- Seems to be a orange management error in the old angle-clipper.
- 11:38 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
- To comment on the changed title; the decorations defs I was using didn't appear to be the cause of the crash (the cra...
- 10:59 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
- Though sometimes Dday will also close with no error message when viewing the room. But the out file still logs someth...
- 10:58 Bug #2014 (Closed): Fatal error with light-decoration test map (orange bookkeeping error)
- This probably isn't a Doom specific bug.
Attached is a small test map (E1M1 of Doom) of mine I was using for mater...
2015-04-10
- 22:03 Revision 72ae68ba (github): OS X|libgui: Allow fullscreen mode in the Canvas window
- Apparently QWindow currently doesn't set this automatically, so now
we manually enable the OS X fullscreen toggle.
2015-04-09
- 15:37 Bug #2012: [Doom] Boom bug in Memento Mori II
- My completely untested theory is that the Dday is possibly completely ignoring part's of a linedef that have no textu...
- 15:04 Bug #2012: [Doom] Boom bug in Memento Mori II
- That reminds me of this bug:
http://tracker.skyjake.fi/issues/809
In Map17 of Doom II, there is a switch that r... - 14:40 Bug #2012: [Doom] Boom bug in Memento Mori II
- Indeed, tag667 is another trigger type that uses the shortest texture; all line and sector triggers that use the shor...
- 12:42 Bug #2012: [Doom] Boom bug in Memento Mori II
- Hm, Tag 667 in Doomsday has this same issue too, right?
Map07 of Alien Vendetta cannot be completed without cheati...
2015-04-08
- 17:15 Bug #2013: [Doom] Pain Elemental Vanilla/Boom compatibility option
- Please disregard this report; Dday does have a compat option for this named 'Lost Souls can get stuck inside walls'.
... - 17:05 Bug #2013 (New): [Doom] Pain Elemental Vanilla/Boom compatibility option
- In Vanilla Doom, Pain Elementals can fire their Lost Souls through impassable barriers; this is taken advantage of on...
- 17:01 Bug #2012 (New): [Doom] Boom bug in Memento Mori II
- Memento Mori II Map 25 suffers a well known game breaking bug in Boom, due to changed behaviour in Boom versus Vanill...
- 15:14 Bug #2011 (Closed): [Doom] Invincibility Sphere doesn't always make screen white
- 06:51 Bug #2011: [Doom] Invincibility Sphere doesn't always make screen white
- Checked out the new build, this looks good now.
- 15:07 Bug #2004: Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- It appears to be fixed :)
2015-04-07
- 17:07 Revision 0fee9b1f (github): libgui|Tests: Canvas default format, retina pixels, updated GLSandbox
- Since QOpenGLWindow is not a QWidget, one cannot use QToolBar on it.
The toolbars were moved to a separate QWidget-ba... - 17:05 Revision 26128fd1 (github): CMake|Tests: Test apps should be in a folder called "Tests"
- 10:11 Revision ad7717e2 (github): Fixed|Tests|CMake|OS X: Deploy Qt on test apps
- Since these are Mac application bundles, the Qt frameworks are
expected to be bundled inside. - 10:10 Revision ec35a7e1 (github): Cleanup|Tests: Updated tests for revised Canvas class
- 08:38 Revision 749e3ec8 (github): Merge branch 'cmake-build' into gl2-qopenglwindow
- Conflicts:
doomsday/sdk/libappfw/src/vrwindowtransform.cpp
2015-04-06
- 14:59 Bug #2010 (Closed): [Heretic] Skill 1 and 5 additional ammo incorrect
- 14:52 Bug #2010 (Resolved): [Heretic] Skill 1 and 5 additional ammo incorrect
- Found the problem. Apparently due to a refactoring oversight, a bit shift had been replaced with a division operator ...
- 14:21 Bug #2010 (In Progress): [Heretic] Skill 1 and 5 additional ammo incorrect
- 14:58 Revision d52a26c6 (github): Fixed|Heretic: Amount of ammo given on baby/nightmare difficulty
- Apparently ">> 1" was intended to be "/ 2" but the right-hand operand
had not been changed. Restored the vanilla Here... - 14:57 Revision 1ee4e51f (github): Fixed|Heretic: Amount of ammo given on baby/nightmare difficulty
- Apparently ">> 1" was intended to be "/ 2" but the right-hand operand
had not been changed. Restored the vanilla Here... - 14:22 Bug #2004 (Closed): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- 14:08 Revision 50abed9f (github): Merge branch 'master' into cmake-build
- 14:05 Bug #2011 (Resolved): [Doom] Invincibility Sphere doesn't always make screen white
- Please test the next build, this should now be fixed.
- 09:43 Bug #2011 (In Progress): [Doom] Invincibility Sphere doesn't always make screen white
- 08:54 Bug #2011 (Closed): [Doom] Invincibility Sphere doesn't always make screen white
- I have started to encounter this issue in recent builds of Doomsday. At first, I thought it was a random event but I ...
- 13:58 Revision 4cbf49af (github): Fixed|Doom: Clearing the invulnerability post-processing filter
- While the engine-side view effects state was being reset appropriately,
libdoom's "special filter" state was not rese... - 13:58 Revision e390e38c (github): Fixed|UI|Client: Reseting "Pixel Density" to defaults
- This setting was still part of the window system; now moved to the
renderer settings. - 13:57 Revision 938d641c (github): Fixed|Doom: Clearing the invulnerability post-processing filter
- While the engine-side view effects state was being reset appropriately,
libdoom's "special filter" state was not rese... - 10:00 Revision cc190308 (github): Fixed|UI|Client: Reseting "Pixel Density" to defaults
- This setting was still part of the window system; now moved to the
renderer settings.
2015-04-05
- 18:42 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- vermil wrote:
> running the actual resolution, rather than pixel doubling to emulate it, would be less hardware inte... - 11:06 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- Certainly, pixel doubling does reduce the motivation to use low resolutions (though I assume running the actual resol...
2015-04-04
- 16:52 Revision 6a4f918a (github): UI|Client: Added "Pixel Density" slider to the Renderer Settings
- Now that there is room in the Renderer Settings dialog, the global pixel
density setting can be placed there. It is n... - 16:52 Revision 15b91f6f (github): UI|libappfw: Only allow UI downscaling on HiDPI displays
- On a non-retina display, text would simply become unreadable. Better to use
the -dpi and -fontsize switches instead.
... - 16:52 Revision bbe63d68 (github): UI|libappfw: Scale UI smaller with small window sizes/resolutions
- Since the UI style doesn't scale dynamically, we can apply a window
transformation to scale the window contents small... - 16:49 Revision fad722fd (github): UI|Client: Added "Pixel Density" slider to the Renderer Settings
- Now that there is room in the Renderer Settings dialog, the global pixel
density setting can be placed there. It is n... - 16:46 Revision a346281a (github): UI|libappfw: Only allow UI downscaling on HiDPI displays
- On a non-retina display, text would simply become unreadable. Better to use
the -dpi and -fontsize switches instead.
... - 16:29 Bug #2009 (In Progress): Taskbar doesn't scale itself and game world correctly in small display modes
- As a quick workaround, I tried scaling down the UI in very low resolutions like 640x480, however the quality of text ...
- 15:39 Revision ecc8581f (github): UI|Cleanup|Client: Moved renderer behavior settings to the Gauge popup
- These don't really have the prominence or importance to be in the
main Renderer Settings dialog. - 15:39 Revision de704213 (github): libappfw|GridPopupWidget: Method for adding separate labels
- 15:37 Revision 39c536d3 (github): UI|Cleanup|Client: Moved renderer behavior settings to the Gauge popup
- These don't really have the prominence or importance to be in the
main Renderer Settings dialog. - 15:36 Revision b172af13 (github): libappfw|GridPopupWidget: Method for adding separate labels
- 11:20 Bug #2010 (Closed): [Heretic] Skill 1 and 5 additional ammo incorrect
- At some point in the 1.9 series, Dday started accidently giving the player 100% additional ammo on skill1 and 5 in He...
2015-04-03
- 14:50 Revision 252586f8 (github): UI|libappfw: Scale UI smaller with small window sizes/resolutions
- Since the UI style doesn't scale dynamically, we can apply a window
transformation to scale the window contents small... - 14:47 Revision d077f8a8 (github): Oculus Rift|OS X: Updated build for LibOVR 0.5.0.1
- Todo: See if this is actually still working with the HMD.
- 12:58 Revision f62ef3a8 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
- 12:57 Revision 65e81632 (github): libgui|libappfw: Cleaning up, debugging Canvas drawing
- 12:32 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- My apologies, I meant 16:9.
Certainly, the few non 4:3 resolutions below 1024x768 that my card allows, appear to r... - 12:21 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- Thanks for the screenshot, that issue is known (UI style doesn't scale at all with regard to display resolution).
... - 12:30 Revision ef38e708 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
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