Activity
From 2008-10-23 to 2008-11-05
2008-11-05
- 08:44 Bug #563: Use of uninitialised value of size 8
- After an extended debugging session with Yagisan, we have reached the conclusion that this isn't a Doomsday issue. I'...
- 02:59 Bug #563 (Closed): Use of uninitialised value of size 8
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point
Failed to locate high resolution... - 03:03 Bug #564 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point.
GL_NewTexture: Uploading (469:1... - 02:34 Bug #562 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point
==2562== Conditional jump or mov... - 02:27 Bug #561 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point.
==2562== Conditional jump or mo... - 02:18 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
- Its a duplicate item #746738: https://sourceforge.net/tracker2/?func=detail&aid=746738&group_id=74815&atid=542099
Th... - 00:49 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
- I'm sorry, duplicate of what? I searched for this bug before filing it, but didn't manage to find anything.
2008-11-04
- 22:51 Bug #554: Line_active xg not checking correct line(s)?
- There were numerous problems in your XG Line Type definitions in the DD_DEFNS lump in Test.wad. After fixing the prob...
- 22:48 Bug #554: Line_active xg not checking correct line(s)?
- Fixed version of your Test.wad
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3c2142a5/b5ca/att... - 19:45 Bug #560: jDRP: Weapons point too far to the left
- It is not the weapon models at fault here as they are positioned to match the original HUD sprites. The real issue he...
- 13:10 Bug #560 (Closed): jDRP: Weapons point too far to the left
- If crosshairs are enabled, the weapon models all point a bit left of the crosshair. This becomes apparent when holdin...
- 19:41 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
- Closing as duplicate.
- 13:03 Bug #559 (Closed): jDRP: Chaingun invisible on autoswitch while firing
- If you're engaging a bunch of enemies, it may happen that you hold down the fire button and keep it pressed. When you...
- 12:01 Bug #558: Segfaults when compiled with -O3
- I forgot to mention, I'm using Yagisan's Launchpad sources on AMD64
- 12:00 Bug #558 (Closed): Segfaults when compiled with -O3
- When Doomsday is compiled with CFLAGS containing -O3, it will become much more prone to segfaults. For instance, Hexe...
- 11:51 Bug #544: jDRP models facing wrong direction?
- Projectiles are also affected by this, like the fireballs of the baron of hell. They move in the proper direction, bu...
- 11:43 Bug #544: jDRP models facing wrong direction?
- I can confirm this, using the AMD64 version I compiled from Yagisan's Launchpad sources.
- 11:30 Bug #557 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6031 is causing valgrind to halt when roaming around on doom2 map1. It halts at this point.
==27647== Thread 1...
2008-10-31
- 21:22 Bug #556: Hexen Priest green Flechette not effect
- Please do no modify the settings of tracker items, you are not a member of the Deng team.
This problem has been fixe... - 20:41 Bug #556: Hexen Priest green Flechette not effect
- This problem has since been fixed for the upcoming 1.9.0-beta6. Closing as duplicate.
- 20:02 Bug #556 (Closed): Hexen Priest green Flechette not effect
- I play in hexen with priest character and then green flask is not effect. (purple flask is ok, heal me.)
But the gre...
2008-10-29
- 21:21 Bug #555: M_DOOM graphic being used on Option menu.
- Fixed both issues in svn for 1.9.0-beta6.
To resolve the issue of the main menu items not aligning up, when PWADs cr... - 17:21 Bug #555 (Closed): M_DOOM graphic being used on Option menu.
- M_DOOM graphic being used on Option menu.
I wasn't sure whether to put this as a bug or feature request as it isn'...
2008-10-26
- 21:41 Bug #554: Line_active xg not checking correct line(s)?
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3c2142a5/4e48/attachment/Test.wad
- 21:41 Bug #554 (Closed): Line_active xg not checking correct line(s)?
- Tested under 1.8.6 and Beta5.x and consulted with Dani who deemed it something worthy of posting here.
Attached is...
2008-10-25
- 00:20 Bug #374: jDoom64: No monsters in E1M33, E1M35
- Closing as out of date. Far too many changes have occurred within both the engine and jDoom64 to follow this up. Plea...
- 00:19 Bug #373: jDoom64: Broken behaviour in E1M12
- Closing as out of date. Far too many changes have occurred within both the engine and jDoom64 to follow this up. Plea...
- 00:15 Bug #436: JHeretic: Hellstaff fire effect
- Fixed in svn for 1.9.0-beta6
- 00:11 Bug #551: TNT.wad MAP 07
- Closing as duplicate. This problem has since been fixed for 1.9.0-beta6
2008-10-24
- 13:22 Feature #553 (Closed): Performance of many scrolling surface materials
- Since the introduction of DMU, many scrolling surface materials on a map are currently causing significant slowdown. ...
- 11:52 Bug #552 (New): Ambient occlusion on middle surfaces of 2-sided lines
- How best to handle this; Multitexture, split the poly into a 3x3 quadstrips (at most) and use vertex lighting?
*La... - 04:29 Bug #551 (Closed): TNT.wad MAP 07
- Missing textures on lower linedefs in a few levels, especially MAP 07 in the first room. Usually around lifts / floo...
2008-10-23
- 17:48 Bug #550: Mana icon's not displayed in full screen hud
- Fixed in svn for 1.9.0-beta6
- 16:23 Bug #550 (Closed): Mana icon's not displayed in full screen hud
- The Mana icon's in the full screen hud aren't displayed in the top left corner in 1.9 Beta5.x.
You just see the nu...
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