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From 2008-11-01 to 2008-11-14

2008-11-14

23:06 Bug #570 (Closed): "Upscale and Sharpen" + "Smart Texture Filtering" on fonts
Currently both "Upscale and Sharpen" and the "Smart Texture Filtering" are used concurrently in menu font patches if ... danij
13:51 Bug #569 (Closed): Controls non-functional in multiplayer for clients
A short initial trial of the current state of multiplayer revealed that there is quite a few issues at the moment:
...
danij
13:40 Bug #568 (Closed): Broken MIDI playback
Playback of MIDI lumps appears to be broken. MUS playback continues to work.
PWAD - Alien Vendetta contains MIDI m...
danij

2008-11-12

05:03 Bug #567 (Closed): Resolution always resets to 640x480
I normally play Doomsday in 2048x1536. When using recent SVN builds (current 6034) I have the default resolution set ... mochtroid-x

2008-11-08

01:18 Feature #1476 (New): Support for the features of the Playpal and Colormap lumps
The Playal lump, as well as containing the games palette, also contains additional palettes for the various screen ti... vermil

2008-11-07

14:02 Bug #565: Post level Infine seg fault
There is not much we can do to look into this without the data you are using and having problems with. Please attach ... danij
12:05 Bug #565: Post level Infine seg fault
Well, as I said, it seems that, sometimes ,after editing some part of my multi map wad, that one or more of my infine... vermil

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 ... danij
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... vermil
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... vermil
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...
vermil
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...
danij

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
 

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