Activity
From 2006-09-23 to 2006-10-06
2006-10-06
- 19:27 Revision b26cce43 (github): zip is no longer a build dep
- 19:24 Revision 10e4f95f (github): remove typos that prevent building
- 18:28 Revision fe1fa371 (github): No - really make timidity a hard dependency this time.
- 18:25 Revision ae0be93b (github): Whoops, must not forget the packaging hooks or the jpacks will break before the snowberry migration. Not good :( fix up some thinkos in the reportbug script. Make timidity a hard dependency as per http://forums.newdoom.com/showthread.php?t=31639
- 14:48 Bug #376 (Closed): [Hexen MP] Weapons for all player classes
- In multiplayer cooperative mode only weapons that
appear on maps are the ones for the class of the person
who hosts...
2006-10-03
- 23:09 Revision 094527d1 (github): Cleanup (standardise global variable naming convention). Minor tweaks.
- 19:02 Revision 31b964a9 (github): Cleanup. Minor tweaks. Moved conditional tests outside of glBegin()...glEnd() statement blocks.
- 15:58 Bug #375: trigger #7 (switch once - raise stairs) doesn't work
- Logged In: YES
user_id=849456
Already fixed for 1.9.0-beta5. Deleting as duplicate. - 05:08 Bug #375 (Closed): trigger #7 (switch once - raise stairs) doesn't work
- I encountered this bug when playing Heretic. But I
did not test it on Doom, though I do not know whether
it works... - 00:02 Revision 45d20b07 (github): Minor tweak (read; fudge) to Rend_SpriteLighter(). There was a problem with lights having a huge range of influence in Z dimension. Now the results suggest lights which are spherical instead of elipsical (is that a word?).
2006-10-02
- 19:39 Revision de683318 (github): Fixed lighting problem on HUD sprites due to wrapping light values (bytes were used in calculations).
- 02:14 Revision 617dc733 (github): Cleanup.
2006-10-01
- 23:59 Revision 028a75b8 (github): Cleanup (standardise global variable naming convention).
- 18:39 Revision 98b15a21 (github): HUD sprites are now lit similarly to world sprites.
- 15:42 Bug #163: HUD weapons not lit by glowing sectors
- Logged In: YES
user_id=849456
Fixed in SVN for Doomsday 1.9.0-beta5.
HUD models are now affected by plane glows.... - 14:26 Revision e521ed4a (github): Fixed BUG #899948 HUD weapons not lit by glowing sectors (only models atm).
- 13:28 Revision d97fbe72 (github): Fixed plane glows not working on models.
- 02:19 Revision f794849e (github): Updated jHeretic and jHexen to use per-player inventory cursor vars (added to player_t). Done in preparation for multiple local player support.
2006-09-30
- 23:28 Revision 7b10e4e1 (github): Removed unreferenced local and relocated a comment.
- 23:16 Revision 86ca3ba8 (github): Added cvar "rend-sprite-alpha". 1=Enable variable translucency on sprites.
- 22:41 Revision bf7eb661 (github): Added cvar "rend-mobj-light-auto". 1=Enable automatically calculated lights for mobjs.
- This does not affect mobjs which have explicit light definitions.
- 20:17 Feature #1425: Disable auto dyn lights on sprites in command line/Snowberry
- Logged In: YES
user_id=849456
Added cvar "rend-mobj-light-auto". 1=Enable automatically
calculated lights/halos fo... - 06:38 Feature #1425 (Closed): Disable auto dyn lights on sprites in command line/Snowberry
- Automatic dynamic lights are a boon to the normal Doom
iwads, but can be distracting in many total and partial
conv... - 19:52 Feature #1424: Snowberry: Center window on screen (Windows)
- Snowberry is to be phased out and replaced by internal/runtime configuration.
- 16:12 Bug #370: DOOM64TC: HOM in E1M01
- Logged In: YES
user_id=849456
Closing as it doesn't appear to be a problem in Doomsday. - 08:14 Bug #374 (Closed): jDoom64: No monsters in E1M33, E1M35
- IIRC and judging by the screenshots on Doom Depot,
monsters are supposed to spawn-in in these maps, but
there's no ... - 08:12 Bug #373 (Closed): jDoom64: Broken behaviour in E1M12
- After killing the imps and the demons and entering the
first temple, lots of mancubi spawn in and you get
stuck in ... - 07:00 Feature #1429 (Closed): Support for Freedoom
- I feel it would be very much in the spirit of free
software for jDoom to be able to play the freedoom
iwad. At the... - 06:58 Feature #1428 (Closed): Support for Chex Quest
- I doubt this will be taken seriously, but here it is.
It shouldn't take many changes to jDoom to create a
jChex. ... - 06:52 Feature #1427 (Closed): Support for HACX
- Compatability with the HACX expansion for Doom II has
improved in recent versions of jDoom, but there are
still pro... - 06:42 Feature #1426 (Closed): Disable automatic translucency in command line/Snowberry
- Automatic translucency on sprites can have strange and
distracting effects in pwads that change Doom too
thoroughly... - 05:40 Revision a3ffea78 (github): Remove all traces of FMOD. The libary is not GPL compatible and based on the poll results here http://forums.newdoom.com/showthread.php?t=31200 indicate that it is unused. sdl_mixer supports .mp3, .ogg, .mid, .mod and plain sdl supports .wav. cd audio support is unknown, but no one claimed to use it.
- 00:52 Revision f7dc405b (github): Renamed ccmd "listmobjs" to "listmobjtypes" as this more accurately reflects its purpose.
- 00:51 Revision eb714c2e (github): Moved registration of ccmds and cvars not related to the console out of con_main.c and into the respective *_Register routine.
- Renamed ccmd "actions" to "listactions" for consistency.
2006-09-27
- 22:28 Revision 9d753e50 (github): Update deng to a svn snapshort to ease transition to 1.9.0.beta5. Removed shellscript doghouse. rework bug reporting scripts. Untested. It built, but very likely needs testing and refining - I'm not sure it even used the CFLAGS I specified.
- 01:05 Feature #1423: Obituary msg, set difficulty, and Hud face/menu filtering
- Logged In: YES
user_id=1566636
I don't recall this ever happening before. I know Zdoom says
stuff like this. If yo... - 00:59 Bug #347: getting stuck in walls (doom1)
- Logged In: YES
user_id=1566636
Seen it before. The thing about objects going over top or
below other objects seems... - 00:56 Feature #1422: Double sided linedef will not tile more than 128 pixels high
- Logged In: YES
user_id=849456
Originator: NO
Duplicate
2006-09-26
- 13:57 Feature #1147: Windows NT4?
- Logged In: YES
user_id=1248824
Assigning to myself. NT4 support should be possible once we
move to common routines...
2006-09-25
- 17:30 Bug #335: in *nix MIDI hangs Doomsday
- Logged In: YES
user_id=1248824
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)_
Logged In: YES
user_id=508163
I just wanted to say that mrdarka is ... - 14:42 Bug #335: in *nix MIDI hangs Doomsday
- Logged In: YES
user_id=1042746
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
- Logged In: YES
user_id=1248824
Not setting DENG_MIDI_CMD and allowing sdl_mixer to control
midi output does not ca... - 14:03 Bug #296: sky hall-of-mirrors
- Logged In: YES
user_id=1248824
Reported fixed in MESA svn. Closing bug as technically it is
not Doomsday at fault.... - 12:11 Feature #1147: Windows NT4?
- Logged In: YES
user_id=1248824
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
- Logged In: YES
user_id=1248824
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
- Logged In: YES
user_id=849456
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.
- Logged In: YES
user_id=717323
Closing as obsolete. Submit a new bug if problem persists in future releases. - 14:49 Bug #252: invisible monsters on clientside
- Logged In: YES
user_id=717323
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
- Logged In: YES
user_id=1042746
Filed a bug:
http://sourceforge.net/tracker/index.php?func=detail&aid=1564102&group... - 13:28 Bug #370: DOOM64TC: HOM in E1M01
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=1042746
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=1042746
attaching the right one now - 11:49 Bug #365: jDoom64: Save games crash
- Logged In: YES
user_id=1042746
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...
Also available in: Atom