Activity
From 2015-05-20 to 2015-06-02
2015-06-02
- 18:36 Bug #778: Gamepad usability issues
- I would like to add that I currently have to start doomsday with @-nojoy@, as I have a custom keyboard controller tha...
2015-06-01
- 19:24 Bug #2077 (In Progress): Odd lighting glitch in latest builds
- 19:22 Bug #2077 (Closed): Odd lighting glitch in latest builds
- In the latest builds of DD, there are some strange lighting bugs that appear along map geometry. It is likely that th...
- 12:18 Bug #2076 (Closed): FluidSynth uses deprecated GLib threading API (OS X)
- 10:26 Bug #2076 (Closed): FluidSynth uses deprecated GLib threading API (OS X)
- Even in the latest version of FluidSynth (1.1.6), they are using GLib threading functions that were deprecated in GLi...
2015-05-31
- 21:54 Feature #2037 (Resolved): [Linux] Get Doomsday working with Clang
- I just recently produced a build of doomsday using clang that does not immediately appear to have any issues:
I ca...
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...
- 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...
- 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 ...
- 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...
- 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...
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...
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
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...
- 19:01 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
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...
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