Activity
From 2015-04-29 to 2015-05-12
2015-05-12
- 23:31 Bug #1989 (In Progress): Client assert fail (possible crash) if joining game during intermission
- 23:06 Bug #1591: [BSP] Fully overlapped map geometry is not always split
- Ok good. For bookkeeping I created a separate issue for the fix so it's included in 1.15.
- 21:55 Bug #1591: [BSP] Fully overlapped map geometry is not always split
- The 1.15 release target was indeed set because of the first part of this issue. As that is now addressed there is no ...
- 20:59 Bug #1591: [BSP] Fully overlapped map geometry is not always split
- danij wrote:
> The second issue concerning splitting of overlapped line segments wrt support of maphacks (such as th... - 23:04 Bug #2046 (Closed): [BSP] Space partitioning results in superfluous line segments
- An overly conservative epsilon used when searching for existing line segments in the map would sometimes lead to the ...
- 22:41 Bug #2043: [Hexen] Puzzle item use regression
- Good catch, vermil! This was apparently just a simple typo/oversight in the revised inventory code.
- 22:40 Bug #2043 (Closed): [Hexen] Puzzle item use regression
- 09:31 Bug #2045 (Closed): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
- 00:09 Bug #1967: [Multiplayer] Heretic/HeXen liquid splashes/damaging floors doubled
- To reword the original report. One is incorrectly taking damage twice from damaging floors in Heretic and HeXen MP
- 00:07 Bug #1967: [Multiplayer] Heretic/HeXen liquid splashes/damaging floors doubled
- I'll add to this report to say that during the old MP testing phase, this issue also affected Doom, but it was fixed ...
2015-05-11
- 12:33 Bug #2042: Mobj spawning at sector boundary height should choose highest contacted floor
- Yes, when a mobjs centre point is exactly on the line shared by two sectors, the Vanilla games appear to always place...
- 12:21 Bug #2042: Mobj spawning at sector boundary height should choose highest contacted floor
- vermil wrote:
> When a mobj is perfectly over two sectors of different heights
I understand this as the mobj's ce... - 11:58 Bug #1129: Various mobj Z movement clipping bugs
- I've now observed bug 2 happening in HeXen with bad guys walking off ledges into scenery items and then becoming stuc...
- 09:48 Bug #2045 (In Progress): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
2015-05-10
- 20:57 Bug #2045: [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
- Note that this issue has already been addressed in the recently pushed @hud-cleanup@ branch.
- 20:18 Bug #2045 (Closed): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
- Forth weapon pieces for the class the player is playing are incorrectly only giving 20 blue mana when picked up, inst...
- 19:50 Bug #2044 (Closed): [HeXen] Pig mode weapon switching should be inactive
- In Dday, when one is a pig, the 1-4 key's lower and re-raise the pigs weapon.
In Vanilla HeXen, the weapon selecti...
2015-05-09
- 21:40 Bug #2043 (Closed): [Hexen] Puzzle item use regression
- In modern Dday attempting to use either an artefact or a puzzle item that can't be used (for instance, the player alr...
- 20:59 Bug #2042 (New): Mobj spawning at sector boundary height should choose highest contacted floor
- I wasn't sure what to title this report.
When a mobj is perfectly over two sectors of different heights, Dday has ... - 18:54 Bug #2006 (Closed): [MP] Automap and Inventory left open on player death
- 18:35 Bug #2006 (Resolved): [MP] Automap and Inventory left open on player death
- Fixed by adding a new packet that allows the server to tell the client to close the HUDs (causes a call to @ST_CloseA...
- 17:39 Bug #2006 (In Progress): [MP] Automap and Inventory left open on player death
- 18:54 Bug #1966 (Closed): [MP] Powered up Phoenix Rod broken
- 17:27 Bug #1966 (Resolved): [MP] Powered up Phoenix Rod broken
- 11:06 Bug #1820 (Closed): [MP] Heretic Hell Staff rain colors don't match player colors
- The rain colors now match the colors chosen by the players.
- 08:51 Bug #1820 (In Progress): [MP] Heretic Hell Staff rain colors don't match player colors
- 09:41 Bug #2040: Auto-completion popup widget width changes when scrolling
- This is almost certainly related to the recent "DocumentWidget content size accuracy fix.":http://tracker.dengine.net...
- 08:49 Bug #1961: Client fatal error due to invalid data received from server
- This may have been caused by #1954, and has therefore been fixed. Should keep an eye out.
- 00:15 Bug #2041 (New): Clipping issue in Hexen MAP10 - Wastelands near {x:160, y:-3248}
- Seemingly a logic error in the map renderer, occlusion ranges added for the polyobj geometry result in geometry behin...
2015-05-08
- 23:23 Bug #2040 (Closed): Auto-completion popup widget width changes when scrolling
- When scrolling through the auto-completion suggestions the popup widget's width changes according the width of the lo...
- 20:10 Bug #2036 (Rejected): Automap lines are not visible
- 19:32 Bug #2036: Automap lines are not visible
- Disregard that.
This is now working.
That was strange...
No settings were changed, by the way. - 19:46 Feature #1325: Boom line types and sectors
- rhargrave wrote:
> Is there such a list right now?
I don't think there is. I believe this is the most comprehensi... - 19:29 Feature #1325: Boom line types and sectors
- I think that it might be helpful to have a list of yet-to-be-implemented BOOM features along with technical details, ...
- 18:57 Bug #2039 (Closed): "Fly up" without Wings artifact causes inventory to scroll around randomly
- 18:49 Bug #2039 (In Progress): "Fly up" without Wings artifact causes inventory to scroll around randomly
- 12:27 Bug #2039 (Closed): "Fly up" without Wings artifact causes inventory to scroll around randomly
- In Vanilla Heretic and HeXen pressing Fly Up without possessing the Wings of Wrath does nothing.
However, in Dday,...
2015-05-07
- 22:26 Bug #2025: Doom64TC does not have a fully functional HUD
- I've attached a picture of the HUD. It is notably more similary to D64EX than D64TC. The keys are currently not displ...
- 22:04 Bug #2025: Doom64TC does not have a fully functional HUD
- I've marked this as being related to #4 (UI Renovation) since implementing the 64TC hud effectively involved implemen...
- 22:01 Bug #2025: Doom64TC does not have a fully functional HUD
- I've got the HUD working, the bug that was borking the render had to do with the order in which it was initialized. A...
- 18:41 Bug #2025: Doom64TC does not have a fully functional HUD
- I've finished integrating DaniJ's HUD. All that appears to be necessary at the moment is to debug a rendering issue t...
- 22:06 Bug #2024 (Resolved): doom64 plugin does not draw HUD
- Marked as resolved, as #2025 is effectively this issue has more discussion, and tracks related modifications, and its...
- 20:47 Bug #2036: Automap lines are not visible
- It's quite odd. Later today I'll recompile my casual use copy with different flags and see what happens. The current ...
- 20:44 Bug #2036: Automap lines are not visible
- I see, that at least rules out any fundamental OpenGL driver level issues since you had it working before.
- 20:11 Bug #2036: Automap lines are not visible
- I don't seem to be encountering any GL errors, and the menu curtain works.
Even more interesting is that the autom... - 20:08 Bug #2036: Automap lines are not visible
- rhargrave wrote:
> Here is a screenshot of my GL info: http://i.imgur.com/545OsyO.png in doomsday, if you're curious... - 19:10 Bug #1972: [MP] Fast-moving planes not always reach destination on client-side
- I ran a couple of further tests on MAP26 with build 1587. I tried reproducing the error on a ping of 100 ms, and anot...
2015-05-06
- 20:03 Bug #1781: Incorrect ping time in MP info popup
- Increased priority because a low ping time is an important consideration when choosing which server to join.
- 19:45 Bug #2036: Automap lines are not visible
- skyjake wrote:
> rhargrave wrote:
> > At which commit is it working for you?
>
> I'm using cmake-build commit:1f... - 19:33 Bug #2036: Automap lines are not visible
- rhargrave wrote:
> At which commit is it working for you?
I'm using cmake-build commit:1f6ede6224, however earlie... - 19:01 Bug #2036: Automap lines are not visible
- skyjake wrote:
> I tried this on two different machines and the automap was working correctly on both (Ubuntu 64-bit... - 11:19 Bug #2036: Automap lines are not visible
- I tried this on two different machines and the automap was working correctly on both (Ubuntu 64-bit, Nvidia GeForce 7...
- 03:26 Feature #2038 (Closed): Replace `define` with `static const ...` where possible
- In working on various bits of doomsday, I noticed that macros are quite often used where constants could be used. I t...
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:... - 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...
- 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...
- 20:09 Bug #2036: Automap lines are not visible
- I'll do a clean build and see if this can be reproduced.
- 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...
- 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...
- 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.
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...
- 06:23 Bug #2034 (In Progress): [HeXen DK] Snowberry versus Ring Zero launching
- 04:01 Bug #2030 (Closed): [Hexen] Wendigo attack angle incorrect
- 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...
- 02:32 Bug #2030 (In Progress): [Hexen] Wendigo attack angle incorrect
- 02:04 Bug #2031 (Closed): [Hexen] First hub exit leads to incorrect map
- 01:57 Bug #2031 (In Progress): [Hexen] First hub exit leads to incorrect map
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... - 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...
- 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.
- 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 ... - 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...
- 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.
... - 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... - 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...
- 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...
- 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...
- 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 ... - 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.
- 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. - 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...
- 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...
- 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...
- 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`_
- 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...
- 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...
- 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:... - 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 ...
- 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`. ...
- 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...
- 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... - 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...
- 00:30 Bug #2019 (Closed): ST_UILogForPlayer returning garbage in jDoom64
- Fixed by #2025
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... - 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... - 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. - 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...
- 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...
- 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...
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... - 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...
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.
- 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... - 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...
- 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.
- 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...
- 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.
- 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 (... - 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...
- 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...
- 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,... - 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...
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...
- 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... - 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...
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