Activity
From 2015-04-08 to 2015-04-21
2015-04-20
- 18:54 Revision 5173e2f1 (github): Refactor: Renamed PersistentCanvasWindow to PersistentCanvas
- 18:35 Revision c5e50554 (github): Tests|libappfw: Fixed the libappfw test application
- 18:34 Revision 4e905651 (github): libgui: GLFramebuffer that represents a Canvas
- The default frame buffer, i.e., the OpenGL surface in a Canvas, can
now be represented by a GLFramebuffer. Canvas's f...
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 :)
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