Activity
From 2015-05-11 to 2015-05-24
2015-05-24
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...
- 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... - 18:07 Bug #2070 (Resolved): [Windows] Installer does not remove "wadmapconverter.dll"
- 16:31 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
- I upgraded an old installation:...
- 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...
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...
- 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.
- 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...
- 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...
- 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
- 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 (...
- 11:25 Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
- 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...
- 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...
- 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, ... - 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... - 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...
- 02:01 Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1]
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... - 22:10 Bug #1634 (Resolved): [Hexen] Hypostyle: Death Wyvern gets stuck
- 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...
- 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...
- 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 ... - 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 ...
- 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 ...
- 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... - 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...
- 13:06 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
- > [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\plugins\wadmapconverter.dll:...
- 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... - 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.
- 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...
- 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... - 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....
- 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...
- 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...
- 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... - 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... - 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...
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...
- 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:... - 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...
- 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?
- 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:... - 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...
2015-05-18
2015-05-17
- 18:06 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- 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...
- 12:42 Bug #2060 (In Progress): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- 12:40 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- In build 1596 on OS X:...
- 14:29 Bug #1988: [MP] When spawning on a weapon, weapon fires at speed of pistol
- Can confirm the bug still exists build 1596
- 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@ ...
- 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 ...
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 ...
- 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...
- 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...
- 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...
- 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...
- 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... - 10:42 Feature #2037: [Linux] Get Doomsday working with Clang
- commit:aee9fecd may have some impact on this issue.
2015-05-15
- 21:49 Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
- 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...
- 20:16 Bug #2052 (Resolved): [OS X] Crash when loading a map (clang, release build)
- 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... - 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...
- 13:54 Bug #2034 (Resolved): [HeXen DK] Snowberry versus Ring Zero launching
- 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.
- 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... - 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... - 11:12 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- My copy of hexdd.wad is indeed a PWAD
- 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...
- 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...
- 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...
- 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 ...
- 08:37 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- I'll do some Python debugging...
- 07:34 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- Build1595 - Snowberry is still using -file for HEXDD.wad for me.
Options.rsp:...
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... - 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...
- 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...
- 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 ...
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... - 21:50 Bug #2049 (Closed): Inadequate minimum OpenGL version detection/handling (Windows)
- 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...
- 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.
- 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@)...
- 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...
- 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...
- 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...
- 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...
- 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 ...
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
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