Activity
From 2008-10-24 to 2008-11-06
2008-11-06
- 22:29 Bug #565: Post level Infine seg fault
- Please can you attach the Infine scripts you are using to this tracker item. We will also need a step-by-step of how ...
- 21:11 Bug #565 (Closed): Post level Infine seg fault
- If a map exits while running an infine def (i.e a fade out) and the map also has an infine def set to run after it. T...
- 21:24 Feature #1475 (New): Spawnmobj "deaf" things
- Spawnmobj can set the facing angle/height (position) of a thing and the actual def it is attached to can be set to on...
- 21:14 Bug #566 (Progressed): [Resampler] Low quality sound samples play distorted
- I know this is technically not a bug because sounds of such quality are not officially supported by Dday...
Dday c... - 16:28 Bug #541: Jittery view bobbing
- Re-opened as there does still seem to be a problem.
To replicate:
Enable auto-run.
Use the default view bobbing sett...
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... - 05:05 Revision 112ba1a7 (github): Fixed: Bug #2223434, the player viewdata was not being initialized at all. R_NewSharpWorld is always called every tic regardless whether there is a map loaded or not and because there are no player mobjs at this time, this would result in memcpy'ing uninitialized garbage around.
- 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.
- 01:02 Revision 5746ae53 (github): Fixed potential segfault in XG which could attempt to dereference a NULL xline_t ptr in an XGTrav_* routine if passed a NULL linedef_t ptr OR if the ptr was to a dummy line (P_ToXLine would fail, returning NULL).
- Cleaned up.
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...
- 12:56 Revision 7b179649 (github): Seems I've been doing too much PHP lately.
- 12:30 Revision ddc60b28 (github): Use a more robust method of formatting material names prior to hashing.
- 12:09 Revision cc4c4345 (github): Fixed same silly bug but this time in R_MaterialCreate. Must have used a "replace all instances of term" or something...
- 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... - 08:53 Revision cdff8e86 (github): Fixed a really silly bug in R_MaterialCheckNumForName.
- 01:40 Revision c8ca51ef (github): Optimized sprite precaching in R_PrecacheLevel. Now only caches the materials of sprites used by states of mobjs actually present on the map. This is more conservative than the previous implementation which would attempt to precache every last sprite. Precaching of sprites is now enabled by default.
- This still not ideal as sprites for mobjs created dynamically which weren't on the map at load time will not be preca...
2008-11-03
- 11:19 Revision 913402de (github): Fixed bug in LO_AddLuminousMobjs which could lead to a seg fault when trying to process segs of a degenerate subsector.
- Added debug error message if a material for a given sprite frame can not be determined in LO_AddLuminous (trying to c...
- 11:00 Revision 0e00122b (github): Allocate new material texture instances only when needed and store in lists local to materialtex_t.
- 07:40 Revision 227204c3 (github): Moved definition of materialtexinst_t to r_data.h temporarily to fix FTBFS issues with the new materials system with more standards compliant compilers (than msvc).
- 07:25 Revision 4f4233ea (github): Materials system 2.0 (Part 6 of 6)
- 07:24 Revision 6e81632e (github): Materials system 2.0 (Part 5 of 6)
- 07:24 Revision 467287ca (github): Materials system 2.0 (Part 4 of 6)
- 07:23 Revision 4961cb5a (github): Materials system 2.0 (Part 3 of 6)
- 07:23 Revision 3f69e5a3 (github): Materials system 2.0 (Part 2 of 6)
- 07:22 Revision acba5556 (github): Materials system 2.0 (Part 1 of 6)
- Upon getting the initial implementation working well "enough" for a release I began about working on a revised versio...
- 06:48 Revision f71e8c95 (github): Added \fixme notes about the possibility that client/server materialnum_t identifiers might differ in the material change delta interpretation in cl_world.c. Todo: either send the client a material identifier dictionary or send material definitions to the client (which will then construct local materials).
- 06:42 Revision 9e10f217 (github): Fixed broken interpretation of texture/flat change deltas in PSV_FRAME packets in cl_oldworld.c.
- 06:40 Revision a6d02404 (github): Changed DD_SetConfigFile and DD_SetDefsFile to accept a filename_t and added bounds checking and limited character copys where needed to prevent potential overflows.
- Todo: Remove 256 character limit in file paths!
- 06:36 Revision fb22c46d (github): Cleaned up dd_wad.c somewhat.
- 06:36 Revision 35c28c62 (github): Removed unreferenced local variable in createDummyWindow.
- 06:35 Revision e47b1b2f (github): Fixed a minor type mismatch in FR_PrepareGDIFont. Do we even use/need these still?
- 06:33 Revision 1877c422 (github): Cleaned up GL_UploadTextureContent.
- 06:32 Revision 1cb49ad9 (github): Removed a test in P_CheckPtcPlanes which would only allow particle generators to be used with flat textures.
- 06:30 Revision 83c8723f (github): Fixed a potential segfault in P_Iteratep if traversal of the segs of degenerate subsector was attempted.
- 06:28 Revision 941fddf1 (github): Changed a while(true) infinite loop to for(;;) in Huff_QueueExtract. Couldn't see an easy way to have it self-terminate.
- 06:12 Revision 5a151e84 (github): Fixed bug in MPE_End where the map error reporting was being (attempted) after the sectors had been hardened (the error reports contain links to editable sectors).
- 06:09 Revision 805ebf4c (github): Restructured jDoom's P_MobjMoveZ. It *should* be functionally equivalent but now much easier to follow.
- Clean up.
- 05:34 Revision c3260073 (github): Added a typedef for the lump grouping tags enum (lumpgrouptag_t).
- 05:33 Revision bf91debb (github): Added define DOOMSDAY_VERSION_NUMBER for use under win32 as the product number in the metadata of Doomsday.exe.
- 05:29 Revision 85fc4f8e (github): Removed the old Splint for inconsistent size_t type.
- Added a define for the max length of a filename_t.
- 05:24 Revision 113d2a5c (github): Removed unreferenced local variable in R_BeginWorldFrame.
- 05:23 Revision 220ddaf0 (github): Removed unreferenced local variable in R_CornerNormalPoint.
- 05:21 Revision 21077300 (github): Fixed incomplete initialization of a plane's surface_t in R_NewPlaneForSector.
- 05:16 Revision 271c42e4 (github): Fixed a bug in SB_BeginFrame which could result in a segfault if a degenerate subsector is encountered.
- 05:12 Revision a6e82f7a (github): Adding missing braces from my last commit (doh).
- 04:58 Revision 376e5834 (github): Fixed an indirection issue in D_NetWorldEvent when dealing with DDWE_HANDSHAKEs.
- 04:51 Revision 07d4456b (github): Fixed a debug log message in N_SendDataBufferReliably which was trying to print a size_t directly as an unsigned long without a cast.
- 04:38 Revision 0916c8f2 (github): Fixed a subtle type mismatch in the WIN32 window manager.
- 04:29 Revision a41a91e8 (github): All games: Removed the CLAMP macro as gcc was reporting it could lead to undefined behaviour. Use MINMAX_OF instead.
- 02:06 Revision 3d28c33e (github): Fixed upper/lower case mix ups in vcproj file names in the doomsday.sln
- 02:05 Revision ce69115b (github): Removed old addition include directories from the doomsday.vcproj
- 01:59 Revision 831b4213 (github): Renamed remotely
2008-11-02
- 05:14 Revision a9cac42a (github): Fixed missing multiplayer menu items due to another recent change.
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...
2008-10-30
- 21:48 Revision b3ad4ae7 (github): Fixed surfaces with a "missing" material were being drawn with fakeradio edge shadows.
- 21:45 Revision b9c2c6a3 (github): Changed warning messages in MPE_GameObjProperty to verbose level1.
- 21:38 Revision 84651fdc (github): New manifests, resource scripts and updated vcprojs for all games. Proper vendor metadata is now added to the game libraries under Windows.
- 13:15 Revision 1335dc97 (github): Fixed initialization error in the allocation of rendpolydata_t structures.
- 13:10 Revision b041c407 (github): Fixed the various P_GetGMO<type> routines so that unknown properties and non-present property values arn't a critical error.
- 13:03 Revision 856ee796 (github): Fixed Rend_DoesMidTextureFillGap; the return values from Rend_MidMaterialPos were not being used correctly.
- 12:51 Revision 5ff7e4e6 (github): Made use of the HUD menu background feature to get rid of the old kludges used with the ReadThis/Credits screens. This has the added benefit that the player view(s) won't be drawn while viewing these menus if opaque.
- 09:02 Revision e14a7229 (github): Fixed jHeretic: The Blaster Missile was not written to saved games. This was due to these mobjs using an alternative thinker (P_BlasterMobjThinker) and the save code has only ever checked for mobjs using P_MobjThinker (all the way back to Heretic.exe). I've gotten rid of P_BlasterMobjThinker and moved the logic into P_MobjThinker which is now used instead.
- 08:58 Revision 0487d616 (github): Fixed jHexen: The Mage's Wand Missile and the Cleric's Flame Missile were not written to saved games. This was due to these mobjs using an alternative thinker (P_BlasterMobjThinker) and the save code has only ever checked for mobjs using P_MobjThinker (all the way back to Hexen.exe). I've gotten rid of P_BlasterMobjThinker and moved the logic into P_MobjThinker which is now used instead.
- 08:49 Revision 2a8149b5 (github): Fixed missing initialization for var damageDone in jHexen's P_DamageMobj when the inflictor is a PoisonCloud.
- 08:43 Revision e4bd5d08 (github): Fixed various issues with save games.
- * jHexen - After map load the current weapon would lower and then raise again. (pendingWeapon was never saved and ins...
- 08:27 Revision 4760674f (github): Enhanced PIT_CheckThing to allow non-solid mobjs to move through solid mobjs (the inverse was already possible).
2008-10-29
- 23:24 Revision aa1478de (github): Fixed jDoom: Gap in the statusbar when icarus.wad is played and statusbar is not opaque. This is due to the ST_ARMS patch being smaller than the IWAD version(s).
- 23:17 Revision e1d2db59 (github)
- 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'...
2008-10-28
- 15:09 Revision 3ba28a28 (github): Fixed linking problem with dsOpenAL under Windows due to differing calling convention for Z_Calloc.
- 04:19 Revision d28a0954 (github): Fixed problem of light sequences not working in jHexen.
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... - 14:39 Revision eb0cf66c (github): Fixed potential segfault if R_MarkDependantSurfacesForDecorationUpdate is called for a plane of a sector with no linedefs.
- 14:34 Revision feb141e8 (github): Fixed problem of not being able to hit the lower section of twosided linedefs if the ceiling in either the front or back sector is sky.
- 00:17 Revision 9ef057df (github): Fixed: Return the materialnum_t rather than ofTypeID for the skymask material when queried via DD_GetVariable.
2008-10-25
- 22:37 Revision c514873c (github): Fixed All Games: Due to the different approach taken by Doomsday and DOOM.exe in defining texture/flat animations and the numerous PWADS which exist that exploit DOOM.exe behaviour; it is not possible to use Group definitions to externalize the IWAD animations. All default Group definitions have been removed and instead the default animations are registered by each game during startup (and engine reset) in P_InitPicAnims. This fixes the long-standing problem of PWADS which abused the DOOM.exe behaviour not working correctly when played with jDoom/jHeretic.
- Note: This fix depends upon an assumption that will need to be resolved; Materials for textures defined in TEXTURE(1)...
- 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
- 19:24 Revision fa34c3fe (github): Fixed All Games: A kludge in P_MobjMoveXY prevented missiles from exploding against skyhack ceilings but they would still explode if they crossed a skyhack floor.
- Handful of minor optimizations in p_map.c to avoid unnecessary DMU calls.
Clean up. - 15:59 Revision 45b13d12 (github): Fixed compilation error with jDoom64.
- 15:55 Revision 8d9e1164 (github): Fixed All Games: PTR_ShootTraverse would check for sky hack ceilings but not sky hack floors when looking to suppress hits.
- 15:52 Revision bbbf010d (github): Fixed problem in calcSSecReverb which always considered flat #0 as an unknown material.
- 15:51 Revision cc215191 (github): Fixed fakeradio bug which failed to determine that a side should be considered fully open if the neighbor linedef is twosided with a middle texture that fills the gap between floor and ceiling.
- 15:48 Revision 235ada09 (github): Fixed bug in Rend_DoesMidTextureFillGap which used the surface material X offset in place of the Y offset.
- Fixed problem of wall surfaces using flat #0 always being marked as potentially visible in Rend_MarkSegSectionsPVisible.
- 15:43 Revision b1654ef2 (github): Fixed problem of surfaces textured with flat #0 being misinterpreted as glowing surfaces (and thus fakeradio was disabled and other glitches).
- 15:41 Revision e268e422 (github): Fixed problem of glowing wall surfaces not working.
- 15:39 Revision b116dca9 (github): Fixed problem of rockets exploding and bullet puffs being spawned when a sky surface is hit. Caused by Doomsday returning of the material ofTypeID rather than the material num when querying DD_SKYMASKMATERIAL_NUM.
- 14:00 Revision d5c0a4de (github): Fixed problem of the first flat being given the MATF_NO_DRAW flag. This flag was implemented to support the DOOM.exe bug where the first texture is never drawn. However the same problem is not present with flats.
- 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... - 04:53 Revision df9598f8 (github): Fixed jHexen problem of frozen things not dying either by timeout or when hit with a non-icedamage weapon.
- 04:51 Revision 15f465ec (github): Fixed jHexen: HUD icons like the spinning Wings of Wrath are offset to the right to avoid overlaying the mana icons in the fullscreen HUD. However they were also offset when the view mode was statusbar-overlay.
- 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...
- 03:10 Revision 61f4f1ca (github): Renamed jHexen's SB_ChangePlayerClass to P_PlayerChangeClass and moved to plugins/common/src/p_player.c
- Removed jHeretic's SB_ChangePlayerClass as it is currently unused.
Changed jHexen's version cheat to simply call the ... - 00:17 Revision adcc9cdb (github): Fixed jHexen: Numerous problems with weapon piece display on the statusbar when semi-translucent.
- Fixed jHexen: In deathmatch, the statusbar Kills label patch was not drawn if the statusbar was NOT semi-translucent....
- 00:09 Revision 33a8e42a (github): Fixed jHeretic: When the statusbar is completely transparent the health marker chain would disappear.
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