Activity
From 2015-05-15 to 2015-05-28
2015-05-28
- 
  22:39 Bug #2074 (Closed): Interactive console output gets mixed with all other log entries (and possibly gets filtered away) 
- As it stands right now, various different commands all use different log helpers for the script log sink. Some use ve...
- 
  22:33 Feature #2072: Gracefully exit to Home on fatal error in a game (e.g., DED/resource error) 
- That's an interesting proposal and gave me some thoughts.
 Perhaps we could have most errors placed in the top-left...
- 
  21:05 Feature #2072: Gracefully exit to Home on fatal error in a game (e.g., DED/resource error) 
- In the wiki there is actually an old proposal about this: http://dengine.net/dew/index.php?title=Reduce_use_of_fatal_...
- 
  20:58 Feature #1601: Package management 
- Here's my thinking about the future of package management.
 *Local package cache.* On your disk, a set of .packs is...
- 
  18:36 Revision 6a041708 (github): CMake|Assimp|Unix: Link to and deploy libassimp 
- The generator expressions for accessing the right library files to link
 to and install seem to be different on each p...
- 
  18:36 Revision 51fe69ad (github): CMake|Assimp: Build libassimp as a subdirectory of libgui 
- The assimp library is built as part of the main Doomsday build.
 Modified the OS X framework bundling macro to install...
- 
  18:36 Revision b1c34f3a (github): Windows|CMake|Assimp: Link to and deploy the libassimp included in the build 
- On Windows, there are no shared objects, only the linker ".lib" file and the
 final ".dll".
2015-05-27
- 
  22:30 Feature #2073 (Closed): Updater remembering save status 
- A long winded scenario.
 If one downloads an update, then chooses to save their game before installing it, but then...
- 
  21:01 Feature #1601: Package management 
- What foundation would the backend be built on?
- 
  20:49 Feature #2072 (New): Gracefully exit to Home on fatal error in a game (e.g., DED/resource error) 
- There are many conditions that can cause plugins to crash. While none of these are actually bugs (but rather may be c...
- 
  20:21 Feature #2029 (Rejected): Get the Doom64 lighting system working in Doom64TC 
- Issue rejected as it was caused by lack of definition files.
- 
  09:09 Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1] 
- Should keep an eye on this issue. It could be OpenGL driver dependent, or some glitch in the either Qt or Doomsday's ...
- 
  09:07 Feature #1887 (Resolved): Migrate project build system to CMake 3 
- 
  09:06 Revision 156176ce (github): Cleanup: Removed old qmake projects and other obsolete build files 
- Todo: "build/scripts/" should become just "scripts/".
 Todo: doomsday-host should be updated to use CMake to build.
2015-05-26
- 
  19:06 Revision fb62bf7f (github): ModelDrawable|libgui: Look for multiple MD5 animation sequences 
- Assimp needs a bit of help finding all the animation sequences for
 an MD5 model, since they are located in separate f...
- 
  09:08 Revision c531fc3f (github): CMake|OS X: Detect OS version, use the MACOS_10_7 definition 
- 
  09:08 Revision c223e0fe (github): Cleanup|Qt|OS X|Shell: Removed obsolete workaround for OS X system font 
- This bug has been fixed in Qt.
- 
  08:13 Revision f6397416 (github): Renderer: Cleanup 
- 
  08:05 Revision dc05d958 (github): Renderer: Copy world geometry position coords 
- Copying the world geometry position coords into a pool-allocated work
 buffer, mapped behind a Geometry - makes things...
- 
  07:19 Revision 3cf8786a (github): Refactor|Renderer: Organized vertex data for world surface geometries 
- 
  04:47 Revision c20da604 (github): Refactor|Renderer: Reformatted light/shadow geometry generation 
- Geometry generation logic for dynamic lights and shadows now roughly
 follows that used with GLBufferT. Plus some mino...
2015-05-25
- 
  22:38 Revision b9b25607 (github): Fixed|Fluidsynth|Clang: Removed unsupported compiler option 
- 
  22:38 Revision 1f90448e (github): Fixed|ModelDrawable: Use NativePath to clean up paths in the source data 
- 
  19:04 Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1] 
- Tried RC2 on Windows. It fixes the vsync setting for me, although when starting with vsync enabled, I'm still sometim...
- 
  19:01 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll" 
- 
  17:56 Revision bfb2cfab (github): Fixed|Windows|Installer: Updated version of ICU libraries 
- 
  10:08 Revision 3225ceb0 (github): Windows|DirectSound: Compiler error (C++ string literal) 
- 
  04:12 Revision 528a2f2f (github): Refactor|World|Polyobj: Test Polyobj > mobj_t collision with Blockmap::forAllInBox, cleanup 
2015-05-24
- 
  23:24 Revision 9dc3fb3e (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine 
- 
  23:23 Revision ef81fe42 (github): Fixed|Builder|FMOD: Debian packaging rules for the FMOD plugin 
- 
  23:14 Revision 6ec16076 (github): Fixed|Git: Use the latest libassimp submodule revision 
- 
  23:09 Revision 2ada8e79 (github): Fixed|Builder: Updated paths for running Doxygen 
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  22:35 Revision bb15b38e (github): Builder|Debian|CMake: Updated package metadata for source packaging 
- 
  21:39 Revision ded134c7 (github): CMake|Unix|Fixed: Incorrect build options; no default CPack generator 
- When including GNUInstallDirs, the install prefix must already be set.
 The appropriate CPack generator depends on th...
- 
  21:17 Revision 63b67f8d (github): Git: Updated ignored files 
- * should not be ignored because otherwise Git will complain about all
 new files being added to the repository.
- 
  21:16 Revision e11f1c37 (github): CMake|CPack|Unix: Fixes for Debian and RPM packaging 
- Applied a number of corrections and additions to the metadata of the DEB
 and RPM generators. Notably, corrected the e...
- 
  17:49 Revision b7d86176 (github): App|libcore: Added -libdir option and a fallback for the Unix plugin dir 
- 
  16:46 Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1] 
- 
  16:17 Revision 39242093 (github): Fixed|CMake|Unix: Correct file name; rpath for standalone use 
- 
  10:44 Revision 2afcd4f1 (github): Fixed|libcommon|XG: Replace Con_Error with log messages 
- Avoids a crash if a dummy line is being used as plane mover origin.
 Todo for later: What's up with dummy lines? Also...
- 
  10:44 Revision 9a5920c4 (github): CMake|CPack: Package version number and file name 
- Adhering largely to the file names used in the past.
- 
  10:41 Revision 3c4cc5fd (github): Fixed|libcommon|XG: Replace Con_Error with log messages 
- Avoids a crash if a dummy line is being used as plane mover origin.
 Todo for later: What's up with dummy lines? Also...
2015-05-23
- 
  23:29 Revision 32c6d062 (github): Hexen|Light Decorations: Added a subtle light on the MONK18 texture 
- This texture is used in the Griffin Chapel as a hint of a secret door
 that has to be found to complete the hub puzzle.
- 
  23:28 Revision 1d445449 (github): Hexen|Light Decorations: Added a subtle light on the MONK18 texture 
- This texture is used in the Griffin Chapel as a hint of a secret door
 that has to be found to complete the hub puzzle.
- 
  18:18 Revision 148ec4e4 (github): Cleanup|Builder: Removed obsolete scripts and files 
- CMake covers this functionality.
- 
  18:07 Revision 9870c1e6 (github): Documentation|Git: Updated repository readme (added CMake) 
- 
  17:51 Revision d89f3c68 (github): Merge branch 'master' of https://git.skyjake.fi/deng 
- 
  17:51 Revision f9f25d09 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine 
- 
  17:47 Revision 379266b0 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine 
- 
  17:46 Revision e6b6bcbd (github): Fixed|CMake|Windows: Running windeployqt when path has spaces 
- Let CMake do the path expansion because it knows how to handle spaces.
- 
  16:45 Revision d9113719 (github): Fixed|CMake|Windows: Errors when packaging binaries with WiX 
- WiX did not allow the "build" suffix in the version number. Also, the .pack
 packages were being installed twice, both...
- 
  12:09 Revision 610c515b (github): Builder|CMake: Updated platform_build to use CMake 
- This greatly simplifies what the script has to do, since CMake can
 both configure and do the build in a platform inde...
2015-05-22
- 
  18:25 Revision ab5b1b5b (github): Fixed|Windows|Installer: Remove the obsolete "wadmapconverter.dll" plugin 
- IssueID #2070
- 
  18:25 Revision 203bd03c (github): Hexen|Definitions: Death Wyvern's fireballs use additive blending 
- Similar to other fire effects, dragon fire should be glowing.
- 
  18:24 Revision 36883c2e (github): Fixed|Windows|Installer: Remove the obsolete "wadmapconverter.dll" plugin 
- IssueID #2070
- 
  18:24 Revision ae1e8fa1 (github): Hexen|Definitions: Death Wyvern's fireballs use additive blending 
- Similar to other fire effects, dragon fire should be glowing.
- 
  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:...
- 
  17:36 Revision ef6147a4 (github): Windows|Oculus Rift|CMake|Fixed: Use the correct LibOVR library path 
- 
  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
- 
  19:45 Revision d2cb0a70 (github): Builder|CMake: Use Version.cmake as the source for version information 
- 
  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 
- 
  11:24 Revision d7048727 (github): Fixed|Hexen: Death Wyvern gets stuck 
- The main trigger for the Wyvern getting stuck was that it chased the
 dead Ettin that sometimes falls on the lava. If ...
- 
  11:24 Revision 5ee04370 (github): 64-bit|Event API|Client|libcommon: Pass symbolic event pointer as a 64-bit number 
- Debugging shows that under some circumstances, the pointer's most
 significant four bytes were all 0xff. This hints th...
- 
  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...
- 
  10:14 Revision 264b0c28 (github): Assimp: Updated the Git submodule (ignore Visual Studio files) 
- 
  09:59 Revision 0cefba7b (github): Fixed|Hexen: Death Wyvern gets stuck 
- The main trigger for the Wyvern getting stuck was that it chased the
 dead Ettin that sometimes falls on the lava. If ...
- 
  09:59 Revision 7dbdd3b7 (github): 64-bit|Event API|Client|libcommon: Pass symbolic event pointer as a 64-bit number 
- Debugging shows that under some circumstances, the pointer's most
 significant four bytes were all 0xff. This hints th...
- 
  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...
- 
  02:17 Revision d73a447b (github): Fixed|libdoom64: Use of uninitialized local variable (typo) 
- 
  02:01 Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1] 
- 
  02:00 Revision d81a6539 (github): Fixed|World|SectorCluster: Crash when exiting a map 
- IssueID #2061
- 
  01:58 Revision 3536493c (github): Fixed|World|SectorCluster: Crash when exiting a map 
- IssueID #2061
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...
- 
  10:45 Revision a81790df (github): CMake|Fixed: Allow using the debug version of libassimp 
2015-05-19
- 
  22:39 Revision 225fcf07 (github): Fixed|Tests|CMake|OS X: Deploy Qt on test apps 
- Since these are Mac application bundles, the Qt frameworks are
 expected to be bundled inside.
- 
  22:10 Revision f49421ed (github): Fixed|Windows: Version define for Windows binaries 
- There was an extra space in the generated number.
- 
  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...
- 
  08:17 Revision 51611abf (github): Merge branch 'cmake-build' 
- Also updated libcore to use the version numbers defined in
 Version.cmake.
 Conflicts:
 doomsday/apps/api/dd_version.h...
- 
  07:57 Revision 30840a4d (github): Bumped version number to 2.0 
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:...
- 
  18:05 Revision d4dfe59a (github): Fixed|Hexen: Crashes due to null pointer access 
- During playtesting, these were found to cause crashes under rare
 circumstances.
 IssueID #2060
- 
  18:03 Revision 9bcadc7d (github): Fixed|Hexen: Crashes due to null pointer access 
- During playtesting, these were found to cause crashes under rare
 circumstances.
 IssueID #2060
- 
  14:52 Revision d247626f (github): Merge branch 'master' into cmake-build 
- 
  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
- 
  22:04 Revision 3c136529 (github): Cleanup|libappfw|GridLayout: Added an assertion 
- 
  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 ...
- 
  16:11 Revision f59e172e (github): Renderer|Defaults: Increased dynamic light brightness and size 
- Continuing tweaking the default renderer settings for the best, most
 natural appearance.
- 
  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...
- 
  10:51 Revision 38842534 (github): Merge branch 'reintegrate-upstream' of ssh://github.com/RomanHargrave/Doomsday-Engine into cmake-build 
- 
  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
- 
  23:36 Revision ef521aed (github): Fix|libdoom: st_stuff had a bad merge that resulted in ST_ClosAll becoming HU_WakeWidgets. Reimplemented HU_WakeWidgets and ST_CloseAll 
- 
  23:36 Revision 9ee7cd69 (github): Fix|libheretic: a bad merge swallowed up HU_WakeWidgets 
- 
  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...
- 
  21:47 Revision 906e8e3a (github): Snowberry: All WAD addons except hexdd.wad are loaded with "-file" 
- IssueID #2034
- 
  21:47 Revision 0a003e0f (github): Snowberry: All WAD addons except hexdd.wad are loaded with "-file" 
- IssueID #2034
- 
  20:33 Revision 7359098f (github): Merge branch 'master' into stable 
- 
  20:20 Revision aee9fecd (github): Fixed|Client|Map|Clang: Crash in optimized build (undefined behavior) 
- During line owner sorting, LineOwner was returning references to null,
 which is undefined behavior according to the C...
- 
  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...
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  07:34 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching 
- Build1595 - Snowberry is still using -file for HEXDD.wad for me.
 Options.rsp:...
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  13:54 Revision 2bce8025 (github): Snowberry|Fixed: Always load Deathkings WAD with the "-iwad" option 
- IssueID #2034
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