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From 2015-05-10 to 2015-05-23

2015-05-22

18:19 Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
The Windows build of RC1 was compiled using Qt 5.3.1. However, running on my dev system with Qt 5.4.1, vsync and FSAA... skyjake
16:40 Bug #2071 (Closed): Vsync and FSAA settings behave incorrectly [1.15 RC1]
Tested Doomsday build 1598 on Windows 8.1, Nvidia GeForce 750 Ti, driver 347.88.
The vsync setting does not do any...
skyjake
18:07 Bug #2070 (Resolved): [Windows] Installer does not remove "wadmapconverter.dll"
skyjake
16:31 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
I upgraded an old installation:... skyjake
07:15 Feature #2069 (Rejected): Change renderer appearance profile using a command line option
To allow selecting the renderer appearance via Snowberry game profiles, a command line option should be added that se... skyjake

2015-05-21

17:26 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
I knew I had seen this issue in the last six months (i.e since it was indicated as fixed); it occurs in some of my ow... vermil
12:26 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
It is only when travelling between hub maps. Save games do not appear to exhibit this issue. vermil
12:22 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
The Wyvern might be a good debugging case. If it's not resuming its flight plan, that indicates its state, or the fli... skyjake
12:04 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
A Death Wyvern that kills it's target and then has none (which I imagine can only happen in MP), proceeds to circle t... vermil
11:04 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
Separated from this report as I fear it risked being buried: #1821 vermil
10:46 Bug #2068 (New): [HeXen] Badguys not retaining alerted status upon return to a map
Bad guys are incorrectly loosing their alerted status when the player returns to a map they have previously been to (... vermil
11:25 Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
skyjake
10:45 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
I'm going to duplicate the HeXen 'bad guys are incorrectly loosing their alerted status when the player returns to th... vermil
10:07 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
Indeed. This is why I've found it tricky to resolve this issue because all the evidence seems to suggest there is eit... danij
09:41 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
danij wrote:
> Vermil informed me via ICQ that he tested vanilla and it behaved in the same way.
Question then is, ...
skyjake
03:11 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
skyjake wrote:
> I attached a save from Shadow Wood, after the puzzle has been completed. Is it correct behavior tha...
danij
03:23 Feature #1834: Import Snowberry addon formats as Doomsday 2 packages
Implementation note: It is very likely that we'll need to adapt other addon formats into Doomsday 2 packages. A flexi... danij
02:01 Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1]
danij

2015-05-20

22:14 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
vermil wrote:
> Could it be related to the issue I mentioned in the comments of this tracker item; that flyers insta...
skyjake
22:10 Bug #1634 (Resolved): [Hexen] Hypostyle: Death Wyvern gets stuck
skyjake
22:03 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
The Wyvern does actually still follow it's invisible flight target's,but at the wrong height, which causes it to ulti... vermil
21:40 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I started looking into this bug during my 1.15 RC playthrough. I feel like I'm close to a solution. The key is that t... skyjake
20:14 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
vermil wrote:
> when there was/is a polyobj between them and the player
This sounds like something that definitely ...
skyjake
20:12 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
You have reminded me, that I meant to update this report; I've noticed occasions on Herisarch's seminary where where ... vermil
20:05 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
I attached a save from Shadow Wood, after the puzzle has been completed. Is it correct behavior that the monsters in ... skyjake
19:15 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
Harley51 wrote:
> I've looked for the wadmapconverter.dll file everywhere and it is not found.
Never mind, I forgot...
skyjake
18:52 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
I've looked for the wadmapconverter.dll file everywhere and it is not found. I even looked on a good working Doomsday... Harley51
13:06 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
> [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\plugins\wadmapconverter.dll:... skyjake
04:12 Bug #2063 (Rejected): GLFramebuffer > GLTarget: Segmentation Violation [Intel]
When I try to load 1.15RC1 on my Sony Vaio it acts like it's starting up then nothing.
If I down grade back to build...
Harley51
16:27 Feature #1986: [MP] Configure what the server does when an episode ends
I have attached an image that I suppose is sort of related to this. vermil
16:25 Bug #2067 (New): [Heretic Multiplayer] Inventory doesn't auto scroll if can't use item
If one can't use an item, the hud still goes through the use animation and doesn't switch to the next item in ones in... vermil
16:21 Bug #2066 (New): [Heretic Multiplayer] Iron Lich firewall doesn't expand
The Iron Lich' vertical firewall doesn't expand in MP.
Apologies for the shortness; there isn't really any more to...
vermil
16:18 Bug #2065 (New): [Heretic Multiplayer] Wings of Wrath bugs
In Heretic MP, flight from Wings of Wrath are retained after the player has died, until they next press the land key.... vermil
12:38 Bug #2064: Bugs in HeXen Multiplayer
The vampire effect of the Cleric's Serpent Staff appears to not work on flying bad guys, only the duplicates that are... vermil
12:33 Bug #2064: Bugs in HeXen Multiplayer
To elaborate a little more on the cheat code issue; god mode and give appear to be accepted, though noclip has no eff... vermil
12:30 Bug #2064: Bugs in HeXen Multiplayer
The game may be spawning all the mobjs for all classes in MP;
Given that there are occasions where multiple MP fl...
vermil
12:27 Bug #2064: Bugs in HeXen Multiplayer
I'm not sure this is going to be a very 'technical' list :p
Dark Bishops visually only fire one missile, though th...
vermil
12:07 Bug #2064 (New): Bugs in HeXen Multiplayer
*This is parent issue for Hexen MP related bugs.*
I wasn't sure I should make separate issues for each of these an...
vermil

2015-05-19

21:27 Bug #2062: Crash when binding controls (64-bit) [1.15 RC1]
I have now (almost certainly) fixed this by replacing the conversion of signed 32-bit ints to 64-bit pointer with mor... skyjake
21:26 Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
Build 1598, OS X 64-bit.
Crash when accessing the symbolic event description:...
skyjake
21:06 Bug #2061: Crash when exiting a map (~SectorCluster) [1.15 RC1]
Most likely. SectorClusters once built are presently only destroyed when tearing down the map during a map change/unl... danij
20:03 Bug #2061: Crash when exiting a map (~SectorCluster) [1.15 RC1]
Since this occurred during SectorCluster destruction, it might be related to accessing already deleted objects? skyjake
20:01 Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1]
Build 1598, OS X 64-bit.
Null pointer access when returning to Seven Portals from Guardian of Fire:...
skyjake
10:41 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
I'm not sure this issue has been fixed?
I'm sure I've seen it in the last 6 months.
Either way, please delete t...
vermil

2015-05-18

22:23 Bug #2034 (Closed): [HeXen DK] Snowberry versus Ring Zero launching
danij

2015-05-17

18:06 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
skyjake
16:37 Bug #2060: [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
It looks like a problem with the mobj that the Centaur is defending against. The mobj in question sometimes, very inf... skyjake
12:42 Bug #2060 (In Progress): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
skyjake
12:40 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
In build 1596 on OS X:... skyjake
14:29 Bug #1988: [MP] When spawning on a weapon, weapon fires at speed of pistol
Can confirm the bug still exists build 1596 eunbolt
06:17 Feature #2037: [Linux] Get Doomsday working with Clang
Build with clang and -O0 earlier. Tried starting a new game and it looks like a stack overflow occurred in @map.cpp@ ... rhargrave
04:48 Feature #2037: [Linux] Get Doomsday working with Clang
I saw that, and was somewhat excited.
I'll run off a clang build and post back. This time around, I'll also grab ...
rhargrave

2015-05-16

16:31 Bug #2058 (Closed): [Windows] Adjust client UI scaling factor according to system DPI setting
Currently, when running on Windows with a higher than default DPI setting, the UI is not sized correctly. The client ... skyjake
15:24 Feature #2057 (New): Multiple client instances
With Snowberry gone, it is feasible to add support for running multiple client instances. When the client is starting... skyjake
15:20 Bug #2055: [MP] Multiple instances can't connect to a local server
Client identification is determined by the @client.id@ file in the runtime folder. When you were running multiple ins... skyjake
10:46 Bug #2055 (New): [MP] Multiple instances can't connect to a local server
Multiple instances of Dday running on the same computer can't connect to the same server; Dday immediately disconnect... vermil
10:47 Bug #2056 (New): Moving platforms sound origin incorrect
In HeXen and Heretic (I haven't tested Doom), the sound origin for moving platforms appears to be incorrect, or it do... vermil
10:44 Bug #2054 (New): [MP] No weapon pickup notification in Hexen
In HeXen MP, when one picks up a weapon, there is no audio or visual notification of any kind.
Comparatively, mana...
vermil
10:42 Feature #2037: [Linux] Get Doomsday working with Clang
commit:aee9fecd may have some impact on this issue. skyjake

2015-05-15

21:49 Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
skyjake
20:24 Bug #2052: [OS X] Crash when loading a map (clang, release build)
I dug a little deeper and found the root cause. (Which is nice because qmake doesn't easily support source file speci... skyjake
20:16 Bug #2052 (Resolved): [OS X] Crash when loading a map (clang, release build)
skyjake
14:15 Bug #2052: [OS X] Crash when loading a map (clang, release build)
After investigating closer, this looks a lot like an optimization bug in clang. (MSVC and GCC builds work fine.)
I...
skyjake
14:23 Feature #2053 (New): [HeXen DK] Automatically handle version 1.0 lack of SNDINFO
The initial version of HeXen DK (1.0) was released without a SNDINFO lump, which leads to no music while playing exce... vermil
13:54 Bug #2034 (Resolved): [HeXen DK] Snowberry versus Ring Zero launching
skyjake
12:57 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
My versions of DK 1.0 and 1.1 (from patching my 1.0 Iwad) are both marked as Iwads.
vermil
12:05 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
skyjake wrote:
> That's interesting. I wonder if yours is from a different version?
Could be. Mine has been patched...
danij
11:48 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
That's interesting. I wonder if yours is from a different version?
Well, this means Snowberry just has to treat th...
skyjake
11:12 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
My copy of hexdd.wad is indeed a PWAD danij
10:53 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
Note that regardless of whether hexdd.wad is marked as an IWAD it should be treated by Snowberry as a required/startu... danij
10:42 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
Could you check if your copy of @hexdd.wad@ actually identifies itself as an IWAD? I just tried 1595 on Windows and i... skyjake
10:25 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
On Windows the Python sources are compiled to bytecode .pyc files I believe, perhaps the executable was built from ol... danij
09:02 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
I tried it with Fedora, and it did work correctly: "-iwad" was used for both WADs, and hexdd.wad wasn't loaded twice ... skyjake
08:37 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
I'll do some Python debugging... skyjake
07:34 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
Build1595 - Snowberry is still using -file for HEXDD.wad for me.
Options.rsp:...
danij

2015-05-14

22:47 Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
Build 1591, Apple LLVM version 6.1.0 (clang-602.0.49).
When running the client or doomsday-server, in map.cpp, @so...
skyjake
11:56 Feature #2051 (New): XG test suite / demo map
We need a map that tests all the features of XG in a systematic fashion. This can then act as a test suite to fix reg... skyjake
01:44 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
My take is this is simply obsolete logic in Snowberry - both HEXEN.WAD and HEXDD,WAD should be specified with -iwad s... danij
01:39 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
It appears this problem is quite simply that HEXDD.wad is being loaded twice when launched from Snowberry. A summary ... danij

2015-05-13

22:50 Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
Very glad to hear this is now fixed.
(Trying to debug anything using Qt Creator on Windows is a complete nightmare...
danij
21:50 Bug #2049 (Closed): Inadequate minimum OpenGL version detection/handling (Windows)
skyjake
21:42 Bug #2049 (In Progress): Inadequate minimum OpenGL version detection/handling (Windows)
The problem was that a number of calls were attempted to the OpenGL 2+ entrypoints that were all @nullptr@ because of... skyjake
10:35 Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
Doomsday's dialog is not shown and no error is printed in the log, on Windows 7 64-bit. danij
10:13 Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
If the minimum OpenGL version check fails, the current behavior is to show an error dialog box (using @nativeui.cpp@)... skyjake
10:08 Bug #2049 (Closed): Inadequate minimum OpenGL version detection/handling (Windows)
The default display driver on Windows 7 does not support OpenGL 2.0 (or later) resulting in the Doomsday client faili... danij
05:59 Feature #2047: Allow user to select a specific IWAD file for a (custom) game session
I agree. I had been thinking about this whilst out to lunch and this was one thought that I had -- to be able to defi... rhargrave
04:39 Feature #2047: Allow user to select a specific IWAD file for a (custom) game session
This is looking at the problem from the wrong perspective. Rather than overriding an IWAD for a pre-defined game mode... danij
03:22 Feature #2047 (Closed): Allow user to select a specific IWAD file for a (custom) game session
Right now, Doomsday locates by name game data. After it finds a list of candidate files, it selects the one which mat... rhargrave
03:50 Bug #2048 (New): Particle effects obscure map objects
I have attached definitions for all available game plugins, however this is an issue with the engine rather than the ... rhargrave

2015-05-12

23:31 Bug #1989 (In Progress): Client assert fail (possible crash) if joining game during intermission
skyjake
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. skyjake
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 ... danij
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...
skyjake
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 ... skyjake
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. skyjake
22:40 Bug #2043 (Closed): [Hexen] Puzzle item use regression
skyjake
09:31 Bug #2045 (Closed): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
danij
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 vermil
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 ... vermil

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... vermil
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...
skyjake
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... vermil
09:48 Bug #2045 (In Progress): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
skyjake

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. danij
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... vermil
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...
vermil
 

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