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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'... danij
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...
yagisan
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...
yagisan
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...
yagisan
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...
yagisan
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...
danij
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. haarp

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... danij
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...
danij
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... danij
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... haarp
19:41 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
Closing as duplicate. danij
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... haarp
12:01 Bug #558: Segfaults when compiled with -O3
I forgot to mention, I'm using Yagisan's Launchpad sources on AMD64 haarp
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... haarp
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... haarp
11:43 Bug #544: jDRP models facing wrong direction?
I can confirm this, using the AMD64 version I compiled from Yagisan's Launchpad sources. haarp
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...
yagisan

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...
danij
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. danij
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...
celtixia

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...
danij
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'...
vermil

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
vermil
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...
vermil

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... danij
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... danij
00:15 Bug #436: JHeretic: Hellstaff fire effect
Fixed in svn for 1.9.0-beta6 danij
00:11 Bug #551: TNT.wad MAP 07
Closing as duplicate. This problem has since been fixed for 1.9.0-beta6 danij

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. ... danij
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...
danij
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... mugrath

2008-10-23

17:48 Bug #550: Mana icon's not displayed in full screen hud
Fixed in svn for 1.9.0-beta6 danij
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...
vermil
 

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