Activity
From 2006-09-12 to 2006-09-25
2006-09-25
- 17:30 Bug #335: in *nix MIDI hangs Doomsday
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I *do* have native MIDI (SB Live 5.1 Value), but did not
reproduce that error. mrda... - 15:25 Bug #335: in *nix MIDI hangs Doomsday
- _(originally posted by anonymous SF.net user)_
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I just wanted to say that mrdarka is ... - 14:42 Bug #335: in *nix MIDI hangs Doomsday
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Re: Not setting DENG_MIDI_CMD and allowing sdl_mixer to control
midi output does no... - 14:15 Bug #335: in *nix MIDI hangs Doomsday
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Not setting DENG_MIDI_CMD and allowing sdl_mixer to control
midi output does not ca... - 14:03 Bug #296: sky hall-of-mirrors
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Reported fixed in MESA svn. Closing bug as technically it is
not Doomsday at fault.... - 12:11 Feature #1147: Windows NT4?
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This can be possible again if we find out why SDL Input
didn't work on Win32. - 04:19 Revision 5016dbd7 (github): Various fixes for minor rendering glitches introduced inadvertently by improving DOOM rendering hack emulation.
2006-09-24
- 22:32 Revision 1839725b (github): Updated skyfix to consider self-referencing sector hacks. When a selfrefhackroot line is encountered the sky fix will spread both clockwise and anti-clockwise into neighbouring sectors around both vertexes of the root line. However, the spread will stop if when walking around a vertex a single sided line is encountered, AFTER it's sector is fixed.
- 16:23 Bug #296: sky hall-of-mirrors
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This was reported as bug here
https://bugs.freedesktop.org/show_bug.cgi?id=8410
... - 12:35 Revision 4f8e87f5 (github): Include <math.h> for tan().
- 04:18 Revision 25db65c7 (github): Finalized implementation for detection of anchored, self-referencing sector hacks. The completed algorithm should detect 99% of this variety of DOOM rendering hack.
- 00:18 Revision e12562fd (github): Fixed BUG #1564133 DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26.
- TODO: Fix Mother Demon fire attack.
2006-09-23
- 21:20 Bug #372: DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26
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Fixed in SVN. - 16:39 Bug #372 (Closed): DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26
- Doom64TC crashes when loading one of these maps: 14,
15, 20, 23, 24, 26. Backtrace attached.
*Labels:* jDoom64 - 16:39 Bug #372: DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26
- backtrace
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6de919fc/6dad/attachment/backtrace2.txt
- 19:07 Revision 86158c67 (github): Fixed issue with not being able to aim with both mouselook and autoaim enabled.
- 18:12 Revision ea27236e (github): Edgy updates
- 17:51 Revision cc380fb1 (github): Removed legacy defines for the generator stage limit.
- 17:41 Revision 507e3f0c (github): Fix physics discrepancies between the server and the client.
- 17:40 Revision 947fd690 (github): Fix clientside jumping.
- 17:38 Revision 80e04d35 (github): Larger default value for client-pos-interval.
- 17:37 Revision 1daf4f7d (github): Updated.
- 17:24 Revision 3aaa31f6 (github): Fixed BUG #1564012 DOOM64TC: Outcast levels crash. This was caused by invalid texture/flat indices being passed to R_GraphicResourceFlags. Make sure indices are in range before attempting to use them.
- 17:06 Revision 7f8e7d13 (github): Fixed issue with particle generator stages. Although the fixed limit on stages has since been removed the type used for indexing these was a char. Changed to int.
- 16:57 Revision 8543f25a (github): Fixed Doom64TC Imp missile/melee attack mix up.
- 16:34 Revision 34dcedc2 (github): Fixed BUG #1564023 DOOM64TC: Interpic doesn't load.
- 16:06 Revision 8cde049f (github): Removed DOOMs archvile completely from Doom64TC. Updated DEDs and fixed skill names in the menu.
- 14:49 Bug #191: Random ocasional crashes on multiplayer.
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Closing as obsolete. Submit a new bug if problem persists in future releases. - 14:49 Bug #252: invisible monsters on clientside
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This should be fixed in 1.9.0-beta5. The problem was that some mobj deltas
could ge... - 14:43 Bug #370: DOOM64TC: HOM in E1M01
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Filed a bug:
http://sourceforge.net/tracker/index.php?func=detail&aid=1564102&group... - 13:28 Bug #370: DOOM64TC: HOM in E1M01
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This appears to be a bug in glBSP and not Doomsday. Please
forward this on to glBSP.... - 12:08 Bug #370 (Closed): DOOM64TC: HOM in E1M01
- A HOM appears in the room near the exit in E1M01.
Screenshot attached.
*Labels:* jDoom64 - 12:08 Bug #370: DOOM64TC: HOM in E1M01
- HOM in E1M01
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/2d5b911f/5c65/attachment/003.jpg
- 14:26 Bug #368: DOOM64TC: Outcast levels crash
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Fixed in SVN. - 13:56 Bug #368: DOOM64TC: Outcast levels crash
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7303e7c2/ee23/attachment/backtrace.txt
- 13:56 Bug #368: DOOM64TC: Outcast levels crash
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attaching backtrace - 11:57 Bug #368 (Closed): DOOM64TC: Outcast levels crash
- When selecting Outcast Levels in DOOM64TC episode menu,
doomsday crashes with a segfault. Doomsday.out attached
bel... - 11:57 Bug #368: DOOM64TC: Outcast levels crash
- doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7303e7c2/f515/attachment/doomsday.out
- 13:58 Bug #367: DOOM64TC: Imps fire only at very short range
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Fixed in SVN. - 11:54 Bug #367 (Closed): DOOM64TC: Imps fire only at very short range
- Normal DOOM64TC imps (on E1M2, for example) only fire
when you're standing VERY close to them. Nightmare imp
range ... - 13:36 Bug #371: DOOM64TC: Interpic doesn't load
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Fixed in SVN. - 12:10 Bug #371 (Closed): DOOM64TC: Interpic doesn't load
- After finishing a level, the DOOM64TC interpic does not
show up in the stats screen.
*Labels:* jDoom64 - 13:09 Bug #363: DOOM64TC: Wrong character in skill select menu
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Fixed in SVN.
The strings were incorrect anyway (they were from DOOM). - 11:45 Bug #363 (Closed): DOOM64TC: Wrong character in skill select menu
- In skill select menu, "HEY, NOT TOO ROUGH" appears as
"HEY% NOT TOO ROUGH".
*Labels:* jDoom64 - 12:18 Revision e6e90631 (github): Import my ia32-libs-universe helper package for running deng on Ubuntu amd64
- 12:16 Revision efc15ddd (github): Corrected comment.
- 12:05 Bug #369 (Closed): jDoom64: Monsters get stuck in doors
- Monsters sometimes get stuck in doors.
Can be easily reproduced by standing next to the exit
room (with pinkies) d... - 12:05 Bug #369: jDoom64: Monsters get stuck in doors
- pinky demon stuck in door
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/539f6607/f010/attachme... - 11:50 Bug #365: jDoom64: Save games crash
- doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/beaa7725/352c/attachment/doomsday.out
- 11:50 Bug #365: jDoom64: Save games crash
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attaching the right one now - 11:49 Bug #365: jDoom64: Save games crash
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wrong file attached :) - 11:48 Bug #365 (Closed): jDoom64: Save games crash
- DOOM64TC crashes when saving game. Doomsday.out attached.
*Labels:* jDoom64 - 11:49 Bug #366 (Closed): SIGSEGV - Doom2 MAP12 with Rain generator.
- When using the rain generator in jDoom DOOM2 MAP12 as
posted here:
http://dengine.net/dew/index.php?title=Particle_... - 11:49 Bug #366: SIGSEGV - Doom2 MAP12 with Rain generator.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5d14dc32/ff29/attachment/backtrace.txt
- 11:47 Bug #364 (Closed): SIGSEGV - Console "Reset" with Rain generator.
- When using the following rain generator in jDOOM as
posted here:
http://dengine.net/dew/index.php?title=Particle_ge... - 11:47 Bug #364: SIGSEGV - Console "Reset" with Rain generator.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4bea0741/fcde/attachment/backtrace.txt
- 11:44 Bug #362 (Closed): jDoom64: No music in some levels
- While music appears to play at main screen and, for
example, on E1M8, it doesn't play on E1M1 and many
other levels... - 07:21 Feature #1423: Obituary msg, set difficulty, and Hud face/menu filtering
- Addressed most of the texture filtering issues for 1.9.0-Beta6.10
- 01:18 Revision e68d74c1 (github): Introduced tagged sector lists, these allow us to iterate ONLY those sectors with a specified tag for improved speed in all instances where this task is done.
- Note: tagged list iterations cannot be nested as the iterators would modify the SAME list rovers. In the unlikely eve...
- 00:34 Feature #1424 (Closed): Snowberry: Center window on screen (Windows)
- The Kickstart window opens in the center of the screen,
but Snowberry opens in whatever position Windows
assigns to...
2006-09-22
- 20:47 Revision b4bab143 (github): Ensure license text is accurate and updated
- 20:03 Revision 85d64735 (github): Renamed p_linelist to p_iterlist to reflect recent changes in their application.
- 19:58 Revision 655fb6fa (github): Generalized linelist into an iterlist. This means they can now be used for iterating lists of any object.
- 19:36 Revision f4598130 (github): Fixed BUG, cameras should not be affected by sector wind.
- 18:15 Revision fbadbd63 (github): Commonized methods for tagged line and sector iteration.
- Introduced tagged line lists, these allow us to iterate ONLY those lines with a specified tag for improved speed in a...
- 18:11 Revision 392b3e3b (github): Commonized methods for tagged line and sector iteration.
- Introduced tagged line lists, these allow us to iterate ONLY those lines with a specified tag for improved speed in a...
2006-09-20
- 19:51 Revision 37866965 (github): Reworked all forms of P_FindSectorFromTag in all games to be used in the same manner. This is a precursory step to implementing common sector, line tag indexes to both improve performance and obsolete more Raven licensed code.
- 16:20 Revision d0cf6ca9 (github): Updated P_FindSectorFromLineTag to use ptrs for iteration rather than indices (jHexen).
- 02:41 Revision b8d2b67c (github): Checks for changing cvars marked CVF_READ_ONLY should not be sidestepped if the cvar is also flagged as CVF_PROTECTED and using force.
- 02:02 Revision b1cb11e9 (github): Finalized high level implementation for improved security on execution of console commands sent over the net. We now know where the command came from before executing (i.e. local or remote) and also the invocation method used (e.g. remote client console input, DED file etc). However, due to the fact that the remote invocation method MUST be sent over the net - any truly dangerous ccmds should be marked as
- CMDF_CLIENT.
In order to implement this a new PKT_COMMAND2 type has been added which obsoletes the old type. Due to t...
2006-09-19
- 20:48 Revision e3b76168 (github): Replaced with tables from the Doom GPL release
- 19:54 Revision ce75db16 (github): Ensure license text is correct and accurate
- 19:32 Revision 33cdaee9 (github): move template file
- 19:30 Revision 128a77dd (github): Script cleanups
- 19:13 Revision 04e38e13 (github): Fixed client rebirth bug. Now the client will correctly send a Use action request, and not try to be reborn itself. Additionally, the server will not try to fixangles on the dead player, as the client will control the angles after death on clientside.
- 18:54 Revision 350f1e5d (github): Script cleanups
- 18:39 Revision 235472e6 (github): Ensure license text is correct and accurate
- 17:53 Revision f1cecb43 (github): Revert files that were incorrectly processed by my utf-8 conversion script. Sorry about that :(
- 17:24 Bug #343: Cyberdemon infights
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My fault, didn't know where comments appeared. - 17:23 Bug #343: Cyberdemon infights
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In Barrels of Fun the arachnatrons wouldn't fight with the
Mastermind either. - 17:23 Revision 719ee942 (github): Convert to UTF-8 encoding.
- 17:21 Revision 2e9ee934 (github): Consistant line endings
- 17:19 Revision de76dab0 (github): Ensure license text is correct and accurate
- 15:30 Bug #337: Problem with dedicated host
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Closed for now. Reopen if the problem persists in future releases. - 02:23 Revision d7c2ccad (github): Added cvar "player-autoswitch-ammo" autoswitch weapon when after collecting ammo for a weapon which had previously ran out of ammo; 0= never 1= if better 2= always.
- 00:48 Revision 6d071ddf (github): Fixed BUG, chat widget responder is only supposed to react to key down events.
- 00:45 Revision ddc051d4 (github): Updated WolfTC with the $unifiedangles changes.
- 00:41 Revision 10c678a1 (github): Updated Doom64TC with the $unifiedangles changes.
- 00:35 Revision 054ec271 (github): Added missing MF_PICKUP flag which prevent players from picking up objects again after changing back from cameras.
- 00:33 Revision 230f5c78 (github): Updated P_FindSectorFromLineTag to use ptrs for iteration rather than indices.
2006-09-18
- 23:24 Bug #360: weapon autoswitch when ammo-pickup
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Added cvar "player-autoswitch-ammo" autoswitch weapon when
after collecting ammo for... - 22:37 Revision ac94e453 (github): Ensure license text is correct and accurate
- 20:02 Revision 06d3a316 (github): Ensure license text is correct and accurate
- 19:34 Revision 78933d2b (github): Yes - I made a typo o_O
- 19:21 Revision b309f1d7 (github): Ensure license text is correct and accurate
- 18:14 Revision 6e2e0f8a (github): Convert to UTF-8 encoding.
- 18:09 Revision d47cf469 (github): Changed file encoding to UTF-8.
- 17:37 Revision 16b61ce5 (github): Convert to UTF-8 encoding. (Yay - no more unprintable characters)
- 17:17 Revision 89f8cfcf (github): Consistant line endings
- 16:53 Feature #1423 (Closed): Obituary msg, set difficulty, and Hud face/menu filtering
- When you die in a single player game, it doesn't tell
you that you were Bruised by a Baron, burned by an imp,
or an... - 15:32 Revision bf7efea4 (github): Ensure license text is correct and accurate
- 14:55 Revision a758bea7 (github): Ensure license text is correct and accurate
- 13:15 Revision 96f16f34 (github): Ensure license text is correct and accurate
2006-09-17
- 23:21 Revision 3df2a4dc (github): Update comment to match default value.
- 23:15 Revision 5ed09103 (github): Fix the bug where the player is able to fit into too small openings. The hack to reduce the size of mobjs on clientside was probably an attempt to fix some other bug... But this is the way it has to be.
- 23:13 Revision 106e4974 (github): "where" is an allowed cheat.
- 22:59 Revision ace7e9f3 (github): Initial fix for psprite init when player connects.
- 22:42 Revision 60014386 (github): Updated with renamed files.
- 21:18 Revision 5f98871d (github): Ensure license text is correct and accurate
- 20:25 Revision f6eaa1c1 (github): Increased mouse mickey accuracy by 1000, to allow for smoother filtering.
- Moved mobj reactiontime to the shared base elements.
Removed player clAngle and clLookDir. Now everyone uses the mob... - 20:22 Revision 956d11d9 (github): Increased mouse mickey accuracy by 1000, to allow for smoother filtering.
- 20:22 Revision 2a69901b (github): Increased mouse mickey accuracy by 1000, to allow for smoother filtering.
- Moved mobj reactiontime to the shared base elements.
Removed player clAngle and clLookDir.
Revised fixangles/pos/mo... - 20:20 Revision de50dae6 (github): Revised mouse filtering. Now uses ticLength to calculate an appropriate result for each fractional frame. Fixes mouse strafing stutters.
- 19:37 Revision 80715ef9 (github): Removed MAXLINEANIMS fixed limit in all supported games.
- 18:55 Revision 425d7d42 (github): Updated license boilerplate.
- 18:53 Revision 667fd54b (github): Renamed p_spechit to p_linelist to reflect recent changes in their application.
- 18:51 Revision e3e70bcd (github): Converted the new spechit list implementation into a line list object. A linelist can now be used to replace the other playsim, line_t* array fixed size limits such as MAXBUTTONs, MAXLINEANIMS etc, etc.
- 18:24 Revision c2187af9 (github): Ensure license text is correct and accurate
- 18:04 Revision fb5dd066 (github): Ensure license text is correct and accurate
- 17:32 Revision 2203b478 (github): Ensure license text is correct and accurate
- 17:16 Revision f99344a7 (github): Ensure license text is correct and accurate
- 16:58 Revision 03fd4dae (github): Ensure license text is correct and accurate
- 16:27 Revision d39f6e97 (github): Ensure license text is correct and accurate
- 16:18 Revision f79d4ec4 (github): Ensure license text is correct and accurate
- 15:56 Revision b67d85a0 (github): Cleanup. Delete old commented out code.
- 15:47 Revision 8687c179 (github): fix line endings
- 14:43 Revision 8cd1bd33 (github): Ensure license text is correct and accurate
- 13:54 Revision 33dc146c (github): Ensure license text is correct and accurate
- 11:53 Revision 253c3b6d (github): Ensure license text is correct and accurate
- 11:39 Revision 5428f930 (github): Ensure license text is correct and accurate
- 11:13 Revision 8114ae9d (github): Add my auditing script
- 00:50 Revision 5d347931 (github): p_tick.c was renamed to p_ticker.c - updated win32 build script.
2006-09-16
- 23:06 Revision 9210d6e1 (github): Made a debug print VERBOSE2 only.
- 23:06 Revision 3416f93a (github): Fixed a crash on clientside. Mobj state might be missing sometimes, so skip the ones with NULL state.
- 22:15 Revision 3dda3b24 (github): Delta debugging. Make sure the right number of deltas is read, and that each delta is read correctly.
- 22:14 Revision 8f43fbd0 (github): Fixed reading of skipped sector deltas. Added dummy planes to dummy.
- 22:11 Revision c59eb7de (github): Make sure no negative values are written with WritePackedShort.
- 20:08 Revision 142fe10a (github): Fixed invalid initialization of register sectors, dt_sector_t.
- 18:22 Revision d66bef72 (github): Fixed debug print. Make sure side exists.
- 17:19 Revision ed604d3c (github): Fixed non-compilable error in R_InitLineNeighbors when _DEBUG.
- 16:37 Revision 33c47d27 (github): Renamed engine's p_tick to p_ticker to avoid header name conflict with common/p_tick.h. Tweaked compiler warning flags on OS X.
- 15:20 Revision d1febf28 (github): Due to the way dummy map data objects and extra data is stored we must be careful to ALWAYS use the xobject conversion routines e.g. P_XSector instead of indexing xsectors.
- 12:58 Revision e5e1faaf (github): Changed line parameter of P_CrossSpecialLine() to a ptr rather than and index.
- 12:23 Revision daed1cb0 (github): Moved cheat manipulation to the makecam routine.
- 12:19 Revision 546c3006 (github): Added missing auto-aim enabled check. Updated jHeretic's P_SpawnMissileAngle to ensure missiles are always spawned with the correct momentum in 3D if not overridden by specifying a z momentum (in which case, no adjustment is made to the X/Y direction). The magic number is currently -12345 and is only applicable to player missiles.
- 12:10 Revision 437757b9 (github): Added missing auto-aim enabled check.
- 11:52 Revision a08798f6 (github): Reorganised P_SpawnMissile for clarity. Also updated to use player eye height when spawning player missiles and zero when player is a camera.
- 11:44 Revision e68ca4a2 (github): Reorganised P_SpawnMissile for clarity. Also updated to use player eye height when spawning player missiles and zero when player is a camera.
- 11:41 Revision fadd4173 (github): Fixed bug: the auto-aim toggle was inverted in jHexen.
- 11:40 Revision b5b3e9c1 (github): Fixed bug which led to the last selected weapon's ammo icon being displayed when the current weapon requires no ammo at all.
- 06:45 Revision 8887e2c1 (github): jHexen: Moved R_SetAllDoomsdayFlags() to jhexen/src/hrefresh.c
- 03:06 Feature #1422 (Closed): Double sided linedef will not tile more than 128 pixels high
- A double sided linedef will not tile more than 128
pixels in height on a middle texture.
http://img155.imageshac... - 02:58 Revision ca60e9e4 (github): Minor fix to enable jHexen to build until I finish the combined missile code work tomorrow.
- 02:45 Revision 1593d2f0 (github): Combined P_SpawnMissile() and P_SpawnPlayerMissile(), updated the new combined routine to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
- 02:11 Revision ff3d1b6c (github): Combined P_SpawnMissile() with P_SpawnPlayerMissile() and P_SpawnMissileAngle() with P_SPMAngle(). Updated the new combined routines to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
- 02:09 Revision d4b42962 (github): Only modify missiles after spawn if they haven't already been destroyed.
2006-09-15
- 22:58 Revision 26e6ceea (github): Combined P_SpawnMissile() and P_SpawnPlayerMissile(), updated the new combined routine to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
- 18:22 Revision c0f2ff8a (github): Ensure license text is correct and accurate
- 04:40 Feature #1421 (Closed): Heretic: Save state of inventory in saved games
- When you save a game, it saves everything, except which
inventory item you have selected. For example, you
select ... - 01:23 Revision 0663b92a (github): Fixed line attack trace origin z height when player is a camera. Also fixed an inconsistency between P_AimLineAttack() and P_LineAttack() with regard to player trace origin z height. The former did not consider player cfg.plrViewHeight.
2006-09-14
- 19:19 Revision 50cad287 (github): Remove obsolete docs
- 17:38 Revision 68784321 (github): Fixed some bugs with morphed players in jHeretic which must have crept in during the recent client-side player improvements.
- 13:08 Revision d4a1847d (github): Fixed crash when trying to exit through the secret exit to Cat and Mouse on level E1M01. Due to gameepisode being indexed from 1 instead of zero...
- 12:33 Revision 88cf4d0b (github): Fixed victory checks in Doom64TC.
- 12:22 Revision 56d2a0fc (github): Fixed bug which did not restore player flags when changing from a camera back into a regular player.
- 12:20 Revision e3f557f3 (github): Fixed finales in Doom64TC.
- 11:30 Revision 6ff06087 (github): Menu cursor patches were named and ordered back to front.
- 11:14 Revision 34301fdb (github): Adjusted menu cursor animation speed in Doom64TC as it was far too slow.
- 10:12 Revision 3499008b (github): Fixed BUG #1553129: Seg fault on load with hub teleport saves. I had assumed that Hexen would save full header info in these too (and thus a version byte), seems I was wrong.
- 07:34 Bug #358: Hexen segfault in recent SVN
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Yep, that fixed it. Thanks.
- 07:13 Bug #358: Hexen segfault in recent SVN
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Ah I see what the problem is.
I've commited changes to SVN. Let me know if this fi... - 03:53 Bug #358: Hexen segfault in recent SVN
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Well, part of the problem is this: at several points in
sv_save.c, there's a check ... - 02:56 Bug #358: Hexen segfault in recent SVN
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I'm personally not loading any save; that's the automatic
save Hexen makes when I l... - 02:02 Bug #358: Hexen segfault in recent SVN
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I noticed from your backtrace that you had just loaded a
save game. Can you try this... - 07:33 Revision a723bfaf (github): Minor tweak to ensure the default range is exactly the middle.
- 07:31 Revision 8ab5708a (github): Player light ranges and related values were not being initialized after map load. Wait until the first frame after load to make sure we don't init until all possible changes (save game, console commands etc etc) have been made.
- 05:53 Revision 14266237 (github): Rearranged the Doom64TC HUD to more closely resemble the original N64 version. Fixed various menu bugs.
- 02:25 Revision 921d8e20 (github): Fixed a couple of bugs which crept in during the update. Probably the cause of the seg fault ashridah reported when trying to access the secret level from E1M01.
- 02:23 Revision e9f4c995 (github): DMU was not checking if an object was dummy before attempting to determine its type in DMU_GetType().
- 00:33 Revision 459de0a0 (github): Fixed all problems with skies (including animated ones) in Doom64TC.
- 00:31 Revision 6699e31c (github): Fixed a problem in save games with Doom64TC.
- 00:24 Revision ce91dd7e (github): Cleanup.
- 00:23 Revision ed8bd898 (github): Removed a call to RespawnSpecials which looks totally out of place. Hopefully this does not break anything.
- 00:22 Revision dfc0bf1e (github): Removed check to prevent cheating on Hectic. If players wish to cheat and spoil their own enjoyment we should not prevent them from doing so.
- 00:20 Revision 35bd2e79 (github): Removed duplicate sky patch.
2006-09-13
- 23:35 Bug #358: Hexen segfault in recent SVN
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It's still happening for me in 3914, and I don't think it's
me this time. - 22:47 Feature #1420 (Closed): Method to control Run+Use behaviour in Heretic/Hexen
- Currently the only way to do so is via the
-(no)artiskip commandline options. See:
http://forums.newdoom.com/show...
2006-09-12
- 21:27 Revision 98e2a4f3 (github): Fixed compilation problems with jHeretic and jHexen.
- 20:51 Revision 184e8b66 (github): Fixed compilation problems with jHeretic and jHexen.
- 20:18 Revision e31866a4 (github): Convert to UTF-8 encoding. Ensure consistent line endings.
- 19:49 Revision 239b020d (github): Continued portage of Doom64TC. Part #2 completed: merge and clean up AI routines. Fix various problems including the slowdown apparent due to some badly designed XG line types.
- 19:48 Revision e85f8c8a (github): Continued portage of Doom64TC. Part #2 completed: merge and clean up AI routines. Fix various problems including the slowdown apparent due to some badly designed XG line types.
- 19:46 Revision 6d46bb5c (github): Various updates to game status cvars due to inconsistencies.
- 18:33 Revision bb3f3878 (github): Convert to CRLF line endings. This is temporary to fix a svn conflict
- 18:26 Revision 7e43438a (github): Removed fixed limit on the max number of textures in an animation group. Was previously 64. I would have thought that would have been more than enough but Doom64TC (for example) has animations with 150+ frames. Yikes!
- 18:23 Revision 88cdd7b2 (github): Only execute cvar callbacks when the value actually changes.
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