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From 2015-04-22 to 2015-05-05

2015-05-05

21:04 Feature #2037: [Linux] Get Doomsday working with Clang
Ah yes! I forgot to mention the version of Clang I am using.
Here are some stats, including version:...
rhargrave
20:07 Feature #2037: [Linux] Get Doomsday working with Clang
It should be noted that Apple's version of Clang works flawlessly. Problems with the regular Clang may be just a matt... skyjake
19:49 Feature #2037 (Closed): [Linux] Get Doomsday working with Clang
Last night, I was using clang to do some analysis. This worked well and generated, without complaint, a binary that w... rhargrave
20:09 Bug #2036: Automap lines are not visible
I'll do a clean build and see if this can be reproduced. skyjake
19:37 Bug #2036 (Rejected): Automap lines are not visible
I just built a fresh Doomsday from cmake-build yesterday (I don't build from master, as I don't want to have a stroke... rhargrave
10:22 Feature #2035 (New): Map lighting editor (volume, surface, and point sources)
Rethinking and extending the old bias light editor ("bledit":http://dengine.net/dew/index.php?title=Bledit_(Cmd)), th... skyjake
08:13 Feature #2033: Runtime map editor
This is a great idea. I'd like to throw in the suggestion for a better light editor as part of this. rhargrave

2015-05-04

19:54 Feature #2029: Get the Doom64 lighting system working in Doom64TC
The majority of the Doom64 lighting model is already implemented. Take a look at @libcommon@ @p_mapsetup.cpp@ and you... danij
06:23 Bug #2034 (In Progress): [HeXen DK] Snowberry versus Ring Zero launching
danij
04:01 Bug #2030 (Closed): [Hexen] Wendigo attack angle incorrect
danij
03:57 Bug #2030: [Hexen] Wendigo attack angle incorrect
Indeed this regression is the result of an oversight in that recent commit. Unusually, vanilla Hexen uses the relativ... danij
02:32 Bug #2030 (In Progress): [Hexen] Wendigo attack angle incorrect
danij
02:04 Bug #2031 (Closed): [Hexen] First hub exit leads to incorrect map
danij
01:57 Bug #2031 (In Progress): [Hexen] First hub exit leads to incorrect map
danij

2015-05-03

22:31 Bug #2034 (Closed): [HeXen DK] Snowberry versus Ring Zero launching
If one launches HeXen DK via Ring Zero, no map author is displayed with the map titles (correct behaviour).
But if...
vermil
21:59 Bug #2031: [Hexen] First hub exit leads to incorrect map
Further experimenting suggests all hub exits may be taking the player to the wrong map; the second hub exit takes the... vermil
20:59 Bug #2031 (Closed): [Hexen] First hub exit leads to incorrect map
In the latest unstable build, completing the first hub of HeXen takes the player to the third hub instead of the second. vermil
21:51 Feature #2033 (Progressed): Runtime map editor
*This is a parent issue covering the topic of runtime map editing.*
In the long term, the aspiration is to have a ...
skyjake
21:40 Feature #2032 (New): Game world debugger/inspector sidebar
When debugging gameplay issues, it would be helpful to see more information about objects visually in addition to jus... skyjake
20:29 Bug #2030 (Closed): [Hexen] Wendigo attack angle incorrect
In the latest unstable build, Wendigo missile attacks are aimed downward toward the floor instead of at the player.
...
vermil
20:08 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
I'm perhaps being a bit presumptuous here, but I'm just going to remind of this report due to:
"bad guys are incor...
vermil
19:30 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
I've checked that Windows and Unix/X11 builds are working with @QOpenGLWindow@, too. However, there are many small is... skyjake
14:36 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
I've been working on the use of @QOpenGLWindow@. It is now mostly working with Qt 5.4, however at least on OS X it do... skyjake
19:23 Feature #1643: Windows installer using WiX Toolset
@cmake-build@ can package a WiX installer. The only thing missing is to fine-tune it and tweak the metadata and appea... skyjake
19:22 Bug #2026: Switches (and possibly other things like them) are not usable in the doom64 plugin
skyjake wrote:
> We've been using the Rejected status for issues like this.
Ah. That status was not available to ...
rhargrave
07:21 Bug #2026 (Rejected): Switches (and possibly other things like them) are not usable in the doom64 plugin
We've been using the Rejected status for issues like this. skyjake
00:44 Bug #2026 (Closed): Switches (and possibly other things like them) are not usable in the doom64 plugin
Disregard that. The 'on' textures are missing.
I'll open a separate issue.
rhargrave
00:32 Bug #2026 (Rejected): Switches (and possibly other things like them) are not usable in the doom64 plugin
I was toying around MAP01 of the 64TC IWAD and found that switches cannot be activated. I am not sure whether this is... rhargrave
17:06 Feature #1604: Game rules (1p and MP)
Removing target version since this is more of an umbrella topic. Issues targeting specific versions should be more co... skyjake
13:54 Feature #2028: libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
Indeed, @libcommon@ is quite a mess. Since its introduction, the long-term objective has been to get rid of the #ifde... skyjake
09:43 Feature #2028: libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
_Add `Cleanup` tag and change category to `Redesign`_ rhargrave
09:11 Feature #2028 (New): libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
As the title states, `common` makes _extreme_ use of the C/++ preprocessor in order to provide specific modifications... rhargrave
11:54 Bug #2025: Doom64TC does not have a fully functional HUD
Indeed I should have been clearer. The plan is not to literally base the game side HUD widgets directly on top of @li... danij
11:37 Bug #2025: Doom64TC does not have a fully functional HUD
danij wrote:
> we plan to replace the implementation entirely using libgui components
To clarify what this means:...
skyjake
10:11 Bug #2025: Doom64TC does not have a fully functional HUD
I have just pushed a @hud-cleanup@ work branch which I started a month or so back where I began doing just that. You ... danij
09:41 Bug #2025: Doom64TC does not have a fully functional HUD
It looks like the HUD drawing logic that is present (and obviously not working) is all spread throughout `st_stuff`. ... rhargrave
00:29 Bug #2025: Doom64TC does not have a fully functional HUD
I've added the log (and chat) widget to the HUD, which has effectively stopped the crash-on-LogPost bug from happenin... rhargrave
09:39 Feature #2029 (Rejected): Get the Doom64 lighting system working in Doom64TC
_Created as a milestone feature_
Doom64 has some absolutely sexy lighting. It would be extremely nice to have this...
rhargrave
00:46 Bug #2027 (New): Doom64TC map is missing 'on' textures for switches
It looks like textures for buttons in the 'on' state are missing. This can be confusing when playing without sound. B... rhargrave
00:30 Bug #2019 (Closed): ST_UILogForPlayer returning garbage in jDoom64
Fixed by #2025 rhargrave

2015-05-02

23:12 Bug #2025 (Progressed): Doom64TC does not have a fully functional HUD
This is likely the cause of #2019.
ST_BuildWidgets in doom64/src/st_stuff.c only initializes the automap.
It doe...
rhargrave
22:49 Bug #2019: ST_UILogForPlayer returning garbage in jDoom64
I've been debugging this, and this is what's going on:
* `UILog_Push` wants to reallocate a log message using `Z_R...
rhargrave
21:46 Bug #2024 (Closed): doom64 plugin does not draw HUD
It looks as if the HUD is not being drawn in the 64tc plugin.
I'll update with more information when I can.
rhargrave
15:52 Feature #1580: Fix the Doom 64: Absolution TC plugin
I think it is good to be clear that the current Doom 64 plugin is completely based on the "Doom 64 TC":http://doomwik... skyjake
15:46 Feature #2023 (New): New Doom 64 plugin (accurate gameplay, original ROM)
Using "Doom 64 EX":http://doomwiki.org/wiki/Doom64_EX as a basis/guide, create a new (or heavily revised version of t... skyjake
04:36 Bug #2022 (Closed): p_enemy.c in doom64 plugin uses ~15 different copies of A_KeenDie
I am currently going through and cleaning up doom64's source.
Right now I am organizing p_enemy.c, and plan to com...
rhargrave

2015-05-01

10:52 Feature #2015: Remove server-side audio system
skyjake wrote:
> It would be nice to see some issues here in the tracker regarding that work (and other local work y...
danij
10:22 Feature #2015: Remove server-side audio system
danij wrote:
> I began working on this several months back in a local branch
Ah I was unaware of that. It would be...
skyjake

2015-04-30

18:52 Bug #2021 (New): Doom64's ingame music is severely broken
Ingame music consists of static/noise that would suggest corrupt audio data. SFX are OK. rhargrave
18:41 Feature #2015: Remove server-side audio system
I began working on this several months back in a local branch in which I have already achieved the following:
* Intr...
danij
14:34 Feature #2015: Remove server-side audio system
There is already the "logical sound manager" code that handles audio also on the server. Are you thinking of somethin... skyjake
17:34 Feature #1991: Qt 5.5 as minimum requirement for GUI, Qt 5.x for non-GUI build
@cmake-build@ supports configuration for both Qt 5 and Qt 4. skyjake
17:31 Feature #2020 (Closed): Remove Snowberry from distribution packages
Snowberry should be removed from all distribution packages. Installers should create shortcuts that allow launching t... skyjake
13:53 Feature #1580: Fix the Doom 64: Absolution TC plugin
Good list. This should be a good basis for creating some subtasks under this issue. skyjake
00:31 Feature #1580: Fix the Doom 64: Absolution TC plugin
Some notes about the plugin, for those that are interested:
I have forcibly made the plugin to accept the 33-Map (...
rhargrave
13:34 Bug #2017: Build .pack/PK3 packages using CMake, with dependency tracking and automatic rebuilding
CMake doesn't make this a nonissue as such, however it should allow properly tracking the source file dependencies fo... skyjake
13:30 Feature #1975: Quitting a game returns back to Home screen
I think it's very logical that if the game was started from Ring Zero, quitting the game leads back to Ring Zero. Whe... skyjake
07:32 Bug #2019 (Closed): ST_UILogForPlayer returning garbage in jDoom64
This appears to be the current _major_ crash issue in jD64.
I've been debugging it on the CMake branch using GDB,...
rhargrave
04:02 Feature #1887: Migrate project build system to CMake 3
Excellent. This is great, as I can actually compile, run, and debug doomsday without having an aneurism over QMake no... rhargrave

2015-04-29

23:38 Feature #2018 (Rejected): Textured Automap
I think it would be pretty cool if Doomsday had the option for a textured Automap, where you could see each room/sect... sonicdoommario
23:10 Bug #2017 (Progressed): Build .pack/PK3 packages using CMake, with dependency tracking and automatic rebuilding
Hopefully the CMake migration makes this a nonissue.
As it stands right now, however, QMake appears to be the tool...
rhargrave
22:55 Feature #1975: Quitting a game returns back to Home screen
I was going to open an issue similar to this.
I think that this is a good idea, but it would perhaps be a better i...
rhargrave

2015-04-28

21:01 Bug #1846: [Hexen] Broken saves in the Heresiarch's Seminary hub
skyjake wrote:
> This savegame code (@readWorldState@) is using the libcore Reader/Writer classes? Methods that writ...
danij
14:59 Bug #1846: [Hexen] Broken saves in the Heresiarch's Seminary hub
This savegame code (@readWorldState@) is using the libcore Reader/Writer classes? Methods that write an "extra" 4-byt... skyjake

2015-04-27

23:56 Bug #1846 (Closed): [Hexen] Broken saves in the Heresiarch's Seminary hub
danij
18:03 Feature #2016: "Portable app" package (app contained in a folder, with all user data included; e.g., for USB sticks)
Yeah the terminology applied here truly sucks. My guess is this is a user-derived term. I don't think there is a comp... danij
17:59 Feature #2016: "Portable app" package (app contained in a folder, with all user data included; e.g., for USB sticks)
> unpacked anywhere
Once we switch to CMake, It is pretty trivial to use CPack to generate a Zip installer, so tha...
skyjake

2015-04-24

19:42 Feature #2016 (Closed): "Portable app" package (app contained in a folder, with all user data included; e.g., for USB sticks)
Many Windows users find installers inconvenient and in certain situations, they'd prefer a so-called "portable applic... danij
19:24 Feature #1996 (In Progress): Engine-managed "map spot / point of interest" mechanism
danij

2015-04-23

16:28 Feature #1600: Drop Snowberry
vermil wrote:
> I've been wondering if Dday should remove Snowberry from the very first 1.16 unstable build, irrespe...
skyjake
12:55 Feature #1600: Drop Snowberry
danij wrote:
> The fact that several add-on formats are only understood by the front end (!) is a significant hurdle...
vermil
02:35 Feature #1600: Drop Snowberry
Dropping Snowberry is (IMO) the single most important near-term milestone that we've yet to reach. Its not simply a c... danij
04:53 Bug #2014 (Closed): Fatal error with light-decoration test map (orange bookkeeping error)
danij
04:52 Bug #2014: Fatal error with light-decoration test map (orange bookkeeping error)
This was caused by a logic error inadvertently introduced way back in 2006 when the MAX_POLY_SIDES static limit was r... danij

2015-04-22

15:13 Feature #1600: Drop Snowberry
I've been wondering if Dday should remove Snowberry from the very first 1.16 unstable build, irrespective of whether ... vermil
05:37 Feature #2015 (Progressed): Remove server-side audio system
Servers do not need to playback audio. On server-side all audio can be boiled down to much more concise "remote event... danij
05:16 Feature #1586 (New): Load/manage add-ons from the home screen
danij
05:16 Feature #1586 (Closed): Load/manage add-ons from the home screen
(delete me) danij
04:51 Feature #1252 (In Progress): Integrate Hexen features into libcommon
danij
04:32 Feature #1840 (In Progress): Support ZDoom-extended MAPINFO format
danij
 

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