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From 2010-04-02 to 2010-04-15

2010-04-15

14:40 Doomsday Engine Bug #898 (Closed): [DOOM] HUD ammo counters display incorrect values
Apparently the HUD ammo counters are not always displaying the correct values. See here: http://dengine.net/forums/vi... danij
14:37 Doomsday Engine Bug #897 (Closed): Shiny textures do not work
It appears that shiny textures are not working presently.
*Labels:* Graphics
danij
09:51 Doomsday Engine Bug #896 (Closed): Console background flicker during fade in with resize
It seems that the console background flickers on ATi video cards, if one resizes the console whilst it is fading in.... vermil
02:20 Doomsday Engine Bug #890: [Windows] Crash caused by SDL_mixer
I was wrong, the older library did not fix this. But I noticed it happens with the same midi all the time (the one fr... filipetolhuizen

2010-04-14

21:12 Doomsday Engine Bug #890: [Windows] Crash caused by SDL_mixer
"Seemingly random" in that to a user there does not seem to be a logical pattern; i.e., it does not crash every time ... danij
18:25 Doomsday Engine Bug #895: jHexen crashes at loading a map
This appears to be the same as this issue: http://sourceforge.net/tracker/?func=detail&aid=2983702&group_id=74815&ati... danij
17:49 Doomsday Engine Bug #895 (Closed): jHexen crashes at loading a map
Linux x86.
Happens both in beta6.8 and 6.9.
Crash happens right after choosing difficulty - doesn't happen in jDoo...
galt_gendo
18:22 Doomsday Engine Bug #896: Console background flicker during fade in with resize
Not ATI specific. I can replicate the issue on my NVidia GTX 8800. danij
02:35 Doomsday Engine Bug #894 (Closed): MIDI Crashing Heretic Shadows of the Serpent Riders
I noticed when I loaded my savegame on E6L3 it crashed when the music was about to play again for the 3rd time. It se... filipetolhuizen

2010-04-13

14:07 Doomsday Engine Bug #893 (Closed): [DOOM] IDMUS cheat broken (not DOOM2)
As the sumarry suggests.
The numbers one must press to select each music track are currently messed up.
*Labels...
vermil
13:12 Doomsday Engine Feature #1516 (New): [Heretic|Hexen] Add Doom-like option for fast monsters
Now "-fast" for jHeretic work incorrect (gargoyles attack very rarely - they should attack more often, more agressive... theleoua
13:09 Doomsday Engine Feature #1515 (Closed): HHE support for Heretic
Currently there is no Values.ded in jHeretic folder and jHeretic does not support HHE (DEH for Heretic).
Optional:...
theleoua
13:03 Doomsday Engine Feature #1514 (New): GZdoom-like HUD (showing more information)
Possibility (cvar) to display all my ammo in the HUD (like in this screenshot http://i690.photobucket.com/albums/vv26... theleoua
13:03 Doomsday Engine Feature #1510: Uninstaller to remove all files
Ok. Newer versions do include them though, so I'll consider the issue closed. danij

2010-04-11

23:53 Doomsday Engine Bug #892 (Closed): [Win] sys_input.c includes MSVC header
engine/win32/sys_input.c (Windows DirectInput) includes the header "strsafe.h" which is MSVC-specific. To compile de... arclore
11:55 Doomsday Engine Bug #888: [1.9.0-beta6.9 / Mac OS X 10.6] Wrong music track in jHexen
I think I found the problem: http://deng.git.sourceforge.net/git/gitweb.cgi?p=deng/deng;a=commit;h=592f1556a8a38d728d... skyjake

2010-04-10

16:13 Doomsday Engine Bug #891 (Closed): [OpenAL] Wrong sounds played, incorrect 2D/3D pos
When using the OpenAL plugin for sound effects there would appear to be a sound sample id tracking issue leading to t... danij

2010-04-09

15:11 Doomsday Engine Bug #890 (Rejected): [Windows] Crash caused by SDL_mixer
Under Windows SDL_mixer will regularly cause a seemingly random crash (typically in mipmap.dll). This can fixed by fo... danij
12:33 Doomsday Engine Bug #890: [Windows] Crash caused by SDL_mixer
Hmm, mine wasn't that random. It crashed exactly on the 3rd time the midi was about to repeat. Using an older version... filipetolhuizen
12:33 Doomsday Engine Bug #889 (Closed): Fatal error attempting to play Deathkings
Attempting to play Deathkings of the Dark Citadel results in fatal error:
Rend_RenderSkyHemisphere: Sky layer with...
danij

2010-04-08

16:00 Doomsday Engine Bug #888 (Closed): [1.9.0-beta6.9 / Mac OS X 10.6] Wrong music track in jHexen
It seems track counter (or whatever) doesn't increase at level 1. In result menu music (or current level music if sta... blinkfrog
08:24 Doomsday Engine Bug #887 (Closed): [x64 Ubuntu] Crash when loading a level
In the new doomsday Engine release 1.9.0-beta6.9
Running in Ubuntu 10.04 beta-1 64bit
after doomsday loads, go thro...
kurikai
01:44 Doomsday Engine Bug #886 (Closed): [Mac OS X 10.6] Items disappear in Hexen
I played through Jdoom, Jdoom 2 and JHeretic without having this problem, but every time i go through a portal in JHe... monkeybane

2010-04-06

18:13 Doomsday Engine Bug #658: BugWall
Fixed for 1.9.0-Beta6.9 danij
18:11 Doomsday Engine Bug #780: BLODGR1-4 Textures Inanimate
Fixed for 1.9.0-beta6.8 danij
11:43 Doomsday Engine Bug #718: Heretic: Chicken auto movement
Fixed for 1.9.0-Beta6.9 danij
11:23 Doomsday Engine Bug #826: Frequent frame skipping at 60Hz
Disregard the original detail in this report.
It would seem the problem I am experiencing is that when vsync is en...
danij

2010-04-05

18:19 Doomsday Engine Bug #883: [Hexen] Map 2: HOM in floor near x:-425 y:2943 (clip cull)
Fix by spreading polyobj links to all contacted BSP leafs, similarly to dynamic lights. danij
17:46 Doomsday Engine Bug #602: Changed chainsaw behaviour
Attack lunge restored for beta6.9. skyjake
17:22 Doomsday Engine Bug #825: XG: Damage class if health below
Fixed for 1.9.0-Beta6.9 danij
17:18 Doomsday Engine Bug #824: Double press input events
That is a good solution. The only problem is that the controls menu doesn't support modifier combinations... skyjake
17:10 Doomsday Engine Bug #824: Double press input events
Brainwave: Change the default bindings for the chat widget, making use of the new shift modifier. That way, its still... danij
17:06 Doomsday Engine Bug #824: Double press input events
Well, we need a better chat widget anyway... skyjake
16:58 Doomsday Engine Bug #824: Double press input events
Good point. Clearly then, the event responder cannot eat events in a partial sequence.
We don't want to interfere ...
danij
16:53 Doomsday Engine Bug #824: Double press input events
That would likely help somewhat but it's not a full fix. Events would still be erroneously eaten if the user has conf... skyjake
16:47 Doomsday Engine Bug #824: Double press input events
How about; once the first event in a sequence is triggered, any subsequent events in a partial sequence are eaten. Th... danij
16:43 Doomsday Engine Bug #824: Double press input events
I think there is a fundamental conflict between the sequence responder and the bindings. Either we get "misfires" dur... skyjake
16:21 Doomsday Engine Bug #824: Double press input events
There may be a problem with that. Without testing, here is what I'm thinking:
If an event sequence uses a characte...
danij
15:34 Doomsday Engine Feature #1489: Separate decor definitions for different plane types
I guess I should also add particle def's to the the above suggestion since they can be flat based. vermil
15:25 Doomsday Engine Bug #757: SND_INFO error when changing difficulty on MP setup
Multiplayer does not work at all in the current 1.9.0 beta releases. We are aware of the problems and they will be ad... danij
14:29 Doomsday Engine Bug #885 (Closed): GL state - wireframe vs sky vs fakeradio shadow edges
I noticed a slightly odd GL state management issue with the current Beta6 branch (as of #53cbd8944bd470495f95c619d78d... danij
14:15 Doomsday Engine Bug #330: Crash bug in jdoom with 3d models enabled
Please recheck this in 1.9.0-Beta6.9 (when released), as a rare zone heap corruption issue was found and fixed; this ... danij
13:13 Doomsday Engine Bug #756: Shoots after loading a saved game with a click
Fixed for beta6.9.
There already was a mechanism that kept track which binding context each individual input devic...
skyjake
13:05 Doomsday Engine Bug #736: Player acceleration and movement
I might check that out, but as this bug report is not in my top priority list currently, please feel free to tweak th... skyjake
12:31 Doomsday Engine Bug #736: Player acceleration and movement
Anything I can do to assist? If its a case of not being able to compare vs the original game: are you aware that Choc... danij
12:17 Doomsday Engine Bug #736: Player acceleration and movement
I am unable to do anything about this at the moment due to not having a suitable reference to check the behavior agai... skyjake
13:02 Doomsday Engine Bug #773: Hexen Not loading Map
Picture of Error
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/776360ad/f235/attachment/HexenE...
ipowers
13:00 Doomsday Engine Bug #594: Full screen HUD sprites / Incorrect scaling of HUD items
I really don't know what to do about the problem seen in Batman Doom. danij
12:02 Doomsday Engine Bug #734: [1.9.0 beta6.4] Texture name missing in Doom 2 Map 14
Fixed for 1.9.0-Beta6.9 danij

2010-04-04

19:10 Doomsday Engine Bug #769: Warping from map with hub exit to another hub plays anim
Can you please elaborate on this report as I'm unsure as to what you are referring to. danij
17:44 Doomsday Engine Bug #762: Swamp Key panel doesn't light up after hitting switch
OK, I finally found out what I was missing... I was missing the Horn Key switch on the Swamp. I wonder if it's suppos... roffalcopter
15:21 Doomsday Engine Bug #761: Switch doesn't open up before Caves of Circe
On investigation the only difference I could detect in the behaviour of this scripted sequence (compared to the origi... danij
13:39 Doomsday Engine Bug #775: HeXen: Dormant foes waking up after loading saved game
Fixed for 1.9.0-beta6.8 danij
10:13 Doomsday Engine Bug #836: Barracks.wad dynamic light anomaly

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/eff9bfd6/7a24/attachment/doom2-001.jpg
vermil
09:34 Doomsday Engine Bug #885: GL state - wireframe vs sky vs fakeradio shadow edges
It would appear this issue is due to drawing geometry with the current GL color left uninitialized. Although I'm not ... danij

2010-04-03

19:50 Doomsday Engine Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID
Thanks for taking the time to make this excellent quality report. However this is already a known issue (duplicate of... danij
19:49 Doomsday Engine Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/16f5796f/314a/attachment/doomsday_heretix.txt
kambi
19:49 Doomsday Engine Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/16f5796f/31e0/attachment/HticSav1.hsg
kambi
19:48 Doomsday Engine Bug #884 (Closed): Heretic E3M4: teleport to E3M9: free pointer without ZONEID
Heretic E3M4 (the azure fortress): entering the teleport to the secret level E3M9 makes a screen "now entering" witho... kambi
19:48 Doomsday Engine Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/16f5796f/10c5/attachment/heretic-002.jpg
kambi
00:44 Doomsday Engine Bug #883 (New): [Hexen] Map 2: HOM in floor near x:-425 y:2943 (clip cull)
Geometry is constructed fine for this area however HOM is visible due to the subsector being considered as occluded b... danij
 

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