Activity
From 2008-11-03 to 2008-11-16
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 ...
- 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:
... - 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...
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 ...
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...
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 ...
- 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...
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... - 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...
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