Activity
From 2015-05-21 to 2015-06-03
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]
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