danij's activity
From 2010-04-02 to 2010-04-15
2010-04-15
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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...
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14:37 Doomsday Engine Bug #897 (Closed): Shiny textures do not work
- It appears that shiny textures are not working presently.
*Labels:* Graphics
2010-04-14
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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 ...
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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...
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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.
2010-04-13
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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.
2010-04-10
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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...
2010-04-09
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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...
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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...
2010-04-06
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18:13 Doomsday Engine Bug #658: BugWall
- Fixed for 1.9.0-Beta6.9
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18:11 Doomsday Engine Bug #780: BLODGR1-4 Textures Inanimate
- Fixed for 1.9.0-beta6.8
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11:43 Doomsday Engine Bug #718: Heretic: Chicken auto movement
- Fixed for 1.9.0-Beta6.9
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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...
2010-04-05
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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.
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17:22 Doomsday Engine Bug #825: XG: Damage class if health below
- Fixed for 1.9.0-Beta6.9
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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...
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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 ... -
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...
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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... -
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...
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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...
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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 ...
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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.
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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...
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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
2010-04-04
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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.
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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...
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13:39 Doomsday Engine Bug #775: HeXen: Dormant foes waking up after loading saved game
- Fixed for 1.9.0-beta6.8
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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 ...
2010-04-03
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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...
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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...
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