Activity
From 2007-02-19 to 2007-03-04
2007-03-03
2007-03-02
- 12:21 Revision 6ca815d8 (github): Use floats for vissprite_t->gx,gy,gz,gzt,floorclip.
- Added an assert to bufferNewLine() to help debug a difficult to reproduce seg fault when trying to remove a buffer node.
- 10:49 Revision eab9ee31 (github): Updated style.
- 10:30 Revision 0db9b6d4 (github): Updated style.
- 10:00 Revision 917778f5 (github): Made the Doomsday project url string displayed in the control panel and outputted by the ccmd "version" use the macro "DOOMSDAY_PROJECTURL" defined in dd_version.h
- 09:49 Revision 2b3ffef2 (github): Fixed menu fog mode 2 (was not restoring previous state).
- 09:36 Revision ee4f3d8f (github): All rendpoly_ts are inited with the "unknown" texture by default. No need to set it again in Rend_PrepareTextureForPoly() if the required texture is unknown.
- 09:29 Revision af64a049 (github): Added gltexture_t->texmasked, use that when setting the rendpoly texture's mask status instead of relying on the global var texmask to be in sync with curtex.
- 09:24 Revision be3dfed9 (github): Use the memory management wrappers M_Malloc, M_Free etc.
- 09:23 Revision 6fb3904c (github): Fixed a couple of minor rendering inaccuracies in the console.
- 04:07 Bug #338: hard to reproduce segfault at map loading
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I've tried to replicate this numerous times in 1.9.0-beta5.1 under Win... - 03:29 Bug #424: Cannot get past new game screen
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You seem to be trying to use palleted textures (-paltex), try without ... - 03:26 Bug #430: Failed to run D3D renderer
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This has been fixed in the 1.9.0-beta5.1 release. - 03:25 Bug #433: JDRP 1.01 and PK3 loader
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In order to use jDRP1.01 with Snowberry you need to install the manife... - 03:16 Bug #416: Switch fails, can't continue game
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Duplicate - 03:14 Bug #419: E2M2 columns stop moving
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Duplicate - 03:11 Bug #432: JDRP 1.01: weapon starts to shoot while offscreen
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Duplicate
2007-03-01
- 20:37 Bug #347: getting stuck in walls (doom1)
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I stuck at MAP06, in a small hiding-place behind the lift right after... - 20:31 Bug #433 (Closed): JDRP 1.01 and PK3 loader
- jDOOM doesn't with JDRP 1.01. To run JDRP, I need to unpack all pk3s to appropriate directories.
*Labels:* Snowberry - 20:28 Bug #432 (Closed): JDRP 1.01: weapon starts to shoot while offscreen
- With JDRP 1.01 I press 4 or 6 (with other weapons I was unable to rearoduce this bug), then quickly press fire. The w...
- 19:24 Bug #431 (Closed): Strange keys in the console
- WinXP
PgUp = move to the very top
PgDn = move to the very bottom
Sh+PgUp = 2 lines upper
Sh+PgDn = 2 lines lowe... - 18:47 Bug #430 (Closed): Failed to run D3D renderer
- DD_InitDGL: Loading of drD3D.dll failed (error 126)
Windows XP, DirectX 9.0c 4.09.0000.0904
*Labels:* Direct3D ... - 18:40 Bug #429: Poor fps after leaving menu
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Windows XP, OpenGL renderer, DirectX9c, GeForce4 Ti4200 - 18:22 Bug #429 (Closed): Poor fps after leaving menu
- When the menu effects are on, after you leave the menu, the game runs very slowly (about 3x-4x slowdown; my original ...
- 18:37 Feature #1439: XG: Spawn objects at player location
- - **assigned_to**: Daniel Swanson --> nobody
- **milestone**: --> Eventually
- 18:35 Feature #1441 (New): [MP] Option: weaponstay deathmatch
- I want you to make weaponstay deathmatch (like DM3 in Doom Legacy). What I mean: weapons stay, like in DM1, ammo resp...
- 18:31 Feature #1440 (New): Vanilla Doom collision-checking mode
- There is no original Doom collision-checking code, when you cannot walk above/below objects. game-zlip cvar seems to ...
- 01:44 Revision 727f946f (github): Implemented the facility for menu pages to feature a background. Added for WolfTC at Martin's request.
- It is assumed that menu background patches will contain ZERO TRANSPARENT PIXELS.
To use, simply specifiy the name of ... - 00:05 Revision 341df314 (github): damsetargs_t->elmIdx is now unnecessary.
2007-02-28
- 23:49 Revision 064c4f88 (github): Safety first: create a local copy of the index in DAM_SetProperty() just in case SetProperty() tries to do anything "funny" with it.
- 23:35 Revision c819c97a (github): DAM: Moved determination of which callback to use after reading a DAM property to the highest level possible. Changed how objects are selected so that DAM can be used to read map properties without having to have allocated the map object arrays or even a gamemap_t itself.
- TODO: Put this functionality to use by checking for packed sidedefs before map load. In doing so, compile a database ...
- 20:11 Revision 7aa5eaa3 (github): Fixed: reading node->children from the original DOOM node format.
- Fixed: attempting to load GL Node data when bsp-build == 0.
- 14:05 Bug #428 (Closed): Bug in stairs in MAP03:Guardian of Ice
- After warping to Guardian of Ice (map 03) (through one of the portals),
if you press a switch, the stairs are rais... - 14:05 Bug #428: Bug in stairs in MAP03:Guardian of Ice
- Screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/81dca944/48de/attachment/hexen-000.jpg
- 00:08 Revision e745627d (github): Continued development on DAM.
- Is now in a state where it can be integrated with DMU. During level setup, DMU should allow writing to ANY property v...
2007-02-26
- 17:11 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
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The second issue mentioned has been fixed in svn for beta6.
In orde... - 02:44 Revision c26fa3ff (github): Continued development on DAM.
- Split ReadMapProperty() into two subroutines A)read from the src buffer B)set the map property. Reorganised things ye...
2007-02-24
- 17:16 Bug #427 (Closed): Gamcrash by no ammo
- Hi i disscovered durring my modding JDoom(1) a kind of bug.
I did give the fisit the ammo type Shell (because my m... - 13:43 Revision 573a87fd (github): Fixed stack corruption when attempting to search for a control to execute with a string longer than MAX_DESCRIPTOR_LENGTH.
- Fixed a problem with shadow polys linked to linked subsector planes.
Fixed a problem with unpackSideDefs(). TODO: Unp... - 05:16 Bug #426 (Closed): Client can't do any damage with weapon, then crashes
- Client can join, walk around. Client fires or hits - but does no damage with various classes. Finally crashes with er...
- 05:12 Bug #425 (Closed): Crash on client - anytime trying to fire weapon
- Client can connect to server and join. Can also walk around but first time try to fire weapon, crashes with error bel...
- 00:37 Bug #424 (Closed): Cannot get past new game screen
- I cannot actually play Ultimate Doom, Doom 2 or Final Doom (Plutonia or TNT) I did a fresh install of the Doom Collec...
2007-02-23
- 06:34 Revision 5ee18ade (github): Implemented support for packed sidedefs.
- 01:16 Feature #1439 (New): XG: Spawn objects at player location
- Hi, i would like to request a possibility to spawn objects in the player posision, like the command "here"
Since i w...
2007-02-21
- 19:45 Bug #419: E2M2 columns stop moving
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I already noted this bug in this thread:
http://sourceforge.net/trac...
2007-02-20
- 22:20 Bug #422: "chain-of-life" variates
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This is not a bug, it is intended behavior. - 07:56 Bug #422 (Closed): "chain-of-life" variates
- When you die in jHeretic, the "chain" at the bottom of screen goes a little way up and down at an irregular rate (spe...
- 22:19 Bug #423: More gameplay failures
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Both of these issues have already been reported here in the tracker (p... - 22:12 Bug #423 (Closed): More gameplay failures
- Cleric flechettes doesn't have any choking effect on the enemies (neither on you). Also, you can go through some turn...
- 07:52 Bug #421 (Closed): Heretic: "shivering" dropped items
- You know that sometimes Ironliches spawn an Item like Tome or Morph Ovum when they're dead. Well, IF this happens, th...
2007-02-19
- 01:20 Revision 6d69d57b (github): It would help if I remove the Z_Free() calls after changing where the buffers for Con_BufferGetLines() are allocated...
- 00:39 Revision db4716c2 (github): Implemented a persistent scratch buffer for use by texture manipulation routines e.g. scaleLine() to improve performance.
- 00:34 Revision b74a1c3e (github): Changed Con_BufferGetLines() to use a buffer provided by the caller. As they have better knowledge on when a buffer needs resizing they are better able to manage the memory more efficiently. Ensured Con_BufferGetLine() does not need to unnecessarily allocate memory.
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