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From 2015-05-17 to 2015-05-30

2015-05-29

09:41 Feature #1756: URIs for locating/identifying resources and assets
Packages should be thought of as an integral component here, because they have globally unique identifiers and can th... skyjake
09:05 Feature #2020 (In Progress): Remove Snowberry from distribution packages
With the transition to CMake and CPack, Snowberry will simply be left out of the produced packages. The documentation... skyjake
09:01 Feature #1647 (In Progress): Replace FS1 with FS2-based resource management
Marking this in progress because the basic functionality for FS2 based resource management is being built to support ... skyjake
08:58 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
I'm postponing this work until Qt 5.5 is released (which should be very soon), so we can see if the platform-specific... skyjake
08:49 Bug #2074: Interactive console output gets mixed with all other log entries (and possibly gets filtered away)
I agree this is a legitimate problem, however I have some thoughts about the appropriate way to handle this.
It is...
skyjake

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... rhargrave
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...
rhargrave
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_... skyjake
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...
skyjake

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...
vermil
21:01 Feature #1601: Package management
What foundation would the backend be built on? rhargrave
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... rhargrave
20:21 Feature #2029 (Rejected): Get the Doom64 lighting system working in Doom64TC
Issue rejected as it was caused by lack of definition files. rhargrave
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 ... skyjake
09:07 Feature #1887 (Resolved): Migrate project build system to CMake 3
skyjake

2015-05-25

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... skyjake
19:01 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
skyjake

2015-05-24

16:46 Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
skyjake

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
 

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