Activity
From 2009-02-16 to 2009-03-01
2009-03-01
- 17:38 Revision b921b473 (github): When picking up armor bonuses in jDoom and jDoom64, make use of P_PlayerSetArmorType and P_PlayerGiveArmorBonus.
- 17:28 Revision af9d8a8f (github): Fixed bug #2642596: "Armour pickup gives nothing" (see http://sourceforge.net/tracker2/?func=detail&aid=2642596&group_id=74815&atid=542099).
- 15:29 Bug #624: Armour pickup gives nothing
- Fixed in rev #6432
- 08:48 Bug #622: jHexen: Dark Crucible: Bridge motionless and dark on respawn
- I did some looking into this and it seems that the floor waggle special simply isn't being triggered after the respaw...
- 08:45 Bug #630: jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise
- Perhaps related to the Dark Crucible bug where the floor waggle special isn't triggered after respawning on the map?
2009-02-28
- 19:06 Bug #633 (Closed): Low Damage with Timons Axe and Gauntlets
- You need 7 hits for an Ettin with Timons Axe and 5 with the gauntlets.
Normal would be 2 hits with the Timons Axe an... - 18:52 Revision 4118d653 (github): Updated exampleplugin/doc/readme.txt
- 18:47 Revision f6c69702 (github): Moved Models.txt from the jheretic and jhexen doc folders into the attic as these are no longer current and not plugin documentation anyway.
- 18:41 Revision d5bcc15d (github): Removed section entitled "How to Apply These Terms to Your New Programs" from the LICENSE files for the engine and all plugins, as this section is not a part of the license itself.
- Added missing LICENSE docs for dpwadmapconverter and dswinmm.
- 17:11 Revision 42f7af15 (github): An attempt at fixing the Vista home folder issue.
- See http://sourceforge.net/tracker2/?func=detail&aid=2639653&group_id=74815&atid=542099
- 16:36 Revision f910c1b2 (github): Updated version to beta6.1.
- 16:20 Bug #619: Snowberry: Misaligned text in lists
- wxVersion() is reporting:
2.8.9.2 (ansi)
I tried the unicode package originally but after a bunch of compile erro... - 16:12 Bug #619: Snowberry: Misaligned text in lists
- It's odd that it says wxStaticText is missing since the static text is part of the core functionality of wx.
- 16:12 Bug #619: Snowberry: Misaligned text in lists
- The alignment is correct on the Mac at least.
Also:
# import wx
# wx.version()
'2.8.3.0 (mac-unicode)' - 16:09 Bug #619: Snowberry: Misaligned text in lists
- I can't be sure from the screenshots alone; is this a Windows-specific issue? Only, I've just tried rebuilding Snowbe...
- 16:03 Bug #618: Snowberry: Hardcoded paths to user documents
- It does help but only in the situation were the location of Documents is actually the default location i.e., c:\Users...
- 15:12 Bug #618: Snowberry: Hardcoded paths to user documents
- Does revision 6428 help? I don't have Vista where I could test it.
- 15:26 Bug #620: Crash when launching with Shareware Doom
- Closing.
- 00:12 Bug #632 (Closed): jHexen: Savegame Crash with jXRP
- After using the addon "jXRP" for Hexen I couldn't load a savegame (if I disable that addon I can load that savegame)....
2009-02-27
- 23:37 Bug #631 (Closed): Lift texture does not scroll down / up
- If a lift is coming down, with a texture which is aligned to the upper, it should "scroll" down (same if it goes up)
... - 23:34 Bug #630 (Closed): jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise
- In the room with the emerald key sometimes some walls aren't lifting. That happened to me once, but I couldn't reprod...
- 21:21 Bug #629 (Closed): A couple of broken XG classes
- A couple of broken XG classes:
It seems that the plane_move xg class crashes 1.9 Beta6 with a "SetValue: DDVT_PTR ... - 21:17 Bug #628 (Closed): Failing to read more than one loose ded
- The summary says all.
I've attached my Doomsday.out file which shows that Snowberry is passing the command line co... - 21:17 Bug #628: Failing to read more than one loose ded
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/50d89ca5/2cf6/attachment/doomsday.out
- 20:49 Bug #627 (Closed): Mousewheel-down doesn't bind
- I am using Doomsday beta-6 with a fresh installation and no addons. The Mousewheel-down does not bind in the control...
- 19:33 Bug #626 (Closed): jHexen: Savegame bug (e.g. seven portals)
- After loading a game after using a switch that is necessary to go on with the story (e.g. guardian of steel) and ente...
- 17:29 Bug #625 (Closed): Doomsday captures all keypresses
- What I mean is that Doomsday stops other programs from receiving keypresses. So it's impossible to change the system ...
2009-02-26
- 18:48 Revision 0e758df4 (github): Fixed bug #2638569: "Heretic E3M8 repeat loading crash".
- 18:34 Revision 1cd29bcf (github): Added \todo comment about moving interpretLinedefFlags into the dpWadMapConverter plugin.
- 18:21 Revision 455c0c46 (github): Fixed bug #2638582: "HeXen Korax bug and crash".
- 18:02 Bug #347: getting stuck in walls (doom1)
- I get this quite a lot in Hexen killing monsters with melee weapons. Using beta6.
- 17:56 Bug #624 (Closed): Armour pickup gives nothing
- Picking up armour does not give any armour. Armourtype is changed (at least the green armour hud icon change to blue,...
- 17:56 Bug #623 (Closed): Inventory display wrong item
- The inventory displays wrong item. I have some 10 flechettes and 5 quartz flasks. The inventory could show that I hav...
- 17:50 Revision e3de3b75 (github): Fixed a bunch of DMU type mix ups in XG, ACS and jHeretic's Heretic.exe saved game loader.
- 17:17 Revision 6811805a (github): Fixed bug #2641111: "Win32: Crash when launching with Shareware Doom" - caused by Material patch definitions for DOOMII confusing the material manager into trying to create new materials from incomplete definitions (a better mechanism for this is needed).
- 17:14 Feature #1479: Savegame: autosuggest name for savegames
- - **status**: open --> closed
- **milestone**: Version 2.0 --> Version 1.9
- 16:48 Bug #610: Heretic E3M8 repeat loading crash
- Fixed in rev #6426.
- 16:22 Bug #611: HeXen Korax bug and crash
- Fixed in rev #6424
- 16:05 Bug #622 (Closed): jHexen: Dark Crucible: Bridge motionless and dark on respawn
- When respawning on the Dark Crucible map in jHexen, the bridge at the start stays motionless and the lighting does no...
- 16:01 Bug #621 (Closed): Alpha Masked walls on Intel 950 and some notes
- Alpha masked walls (a quick one to see is in Doom 2's first map where you start, back by the chainsaw) flicker betwee...
- 15:19 Bug #620: Crash when launching with Shareware Doom
- Fixed in rev #6422
- 10:33 Bug #620 (Closed): Crash when launching with Shareware Doom
- I'm getting a crash during startup when using the Shareware Doom WAD on Windows. I haven't tried other platforms yet....
- 10:33 Bug #620: Crash when launching with Shareware Doom
- Console Output
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4c3c6ece/c3f1/attachment/doomsday... - 10:24 Bug #619: Snowberry: Misaligned text in lists
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cb2d3e8/4557/attachment/listbug.png
- 10:24 Bug #619: Snowberry: Misaligned text in lists
- Also, the issue is with the settings categories (screenshot 2).
- 10:21 Bug #619 (Closed): Snowberry: Misaligned text in lists
- The profile names are not aligned properly in the profile list. See attached screenshot (beta5.1 on the left, beta6 o...
- 10:21 Bug #619: Snowberry: Misaligned text in lists
- Snowberry screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cb2d3e8/62a8/attachment/al... - 02:55 Bug #618 (Closed): Snowberry: Hardcoded paths to user documents
- It would seem that in places, Snowberry has hardcoded paths to the user's "My Documents" folder, which obviously may ...
- 01:48 Bug #617 (Closed): Full Map Code Works Incorrectly After Switching Resolutions
- After switching resolutions, the full map code has a weird behavior. When I try to use IDDT a second time to reveal t...
- 01:42 Bug #616 (Closed): Map Cheat Resets from Map to Map
- In the original Doom behavior, when using IDDT to reveal the entire map/objects, the map will remain entirely reveale...
2009-02-25
- 22:48 Bug #615 (Closed): Left Ctrl and "[" are treated as the same key
- Left Ctrl and "[" are treated as the same key in all games. This isn't a huge issue in Doom where the later isn't bou...
- 22:45 Feature #1484 (Rejected): [MP] Bindings for group chat
- JHeXen has no control menu options for changing the chat to x mp player button's.
Minor commands, but JDoom and JH... - 22:44 Bug #614 (Closed): Chat controls interfere with cheats
- The chat to x mp player control binds can interfere with cheat code entering. If you press a chat button while enteri...
- 22:42 Bug #613 (New): [InFine] Inadvertent background animation
- The background flats used for the background of the EP2 and 3 ending text animate when the menu isn't open. Open the ...
- 22:40 Bug #612 (Closed): jHexen: Door sounds mixed up
- All doors in HeXen, both normal and poly based have sound issues.
Normal doors don't play their opening sound, whi... - 21:34 Bug #611 (Closed): HeXen Korax bug and crash
- In the second stage of the battle with Korax, he can't teleport beyond the second spot. Everytime he goes to teleport...
- 21:31 Bug #610 (Closed): Heretic E3M8 repeat loading crash
- It seems that E3M8 of Heretic crashes with "Z_GetTag: Block without ZONEID" during loading if you try to load it more...
- 20:55 Revision cef0cc58 (github): Branching trunk to 1.9.0-beta6.
- 13:45 Bug #609: Warp command commonalities
- On top of that, the "warp" console command doesn't work in JHeretic outside of a game. In JDoom you can enter it outs...
- 13:42 Bug #609 (Closed): Warp command commonalities
- Not really a bug, but it's closer to one than an RFE.
In JDoom, the "warp xx" console command skips any "before" m...
2009-02-24
- 18:15 Revision 491cfceb (github): Fixed bug #2164838 "Spider Boss shoots too high".
- Cleaned up P_PointOnDivlineSide and P_BoxOnLineSide2 to be more readable.
- 16:16 Bug #546: Spider Boss shoots too high
- Fixed in svn rev #6419
- 02:22 Revision e1cb8f35 (github): Ensure proper vendor metadata is stamped to (Win32) Doomsday.exe when built via Visual C++ and using the command line compiler and vcbuild.bat
2009-02-23
- 23:19 Revision 0c5694b7 (github): The TGA reader was missing a big endian short-swap.
- 19:18 Revision 2aae3715 (github): Renamed the binary manifest for Doomsday.exe, this must match the full name of the binary, including extension (i.e., doomsday.exe.manifest).
- 18:40 Revision 4ef4881c (github): In jHeretic, make sure there is a key for Use Artifact.
- 00:44 Revision e87e71a1 (github): Ensure proper vendor metadata is stamped to (Win32) dsWinMM.dll when built via Visual C++ and using the command line compiler and vcbuild.bat
- 00:31 Revision 4d5109ae (github): Seems I forgot to commit /plugins/winmm/include/cdaudio.h
- 00:25 Revision a8191992 (github): Ensure proper vendor metadata is stamped to (Win32) dpWadMapConverter.dll when built via Visual C++ and using the command line compiler and vcbuild.bat
- 00:22 Revision d718d51f (github): Do the automap init after busy mode has ended, so that we can make OpenGL calls.
- 00:21 Revision 6f6d9d63 (github): Update Xcode project.
- 00:13 Revision ba6f7976 (github): Ensure proper vendor metadata is stamped to (Win32) dsOpenAL.dll when built via Visual C++ and using the command line compiler and vcbuild.bat
- 00:03 Revision 68649979 (github): Correction to previous commit, the DirectSound plugin should be prefixed 'ds' as it is Doomsday Sound (driver) plugin.
2009-02-22
- 23:55 Revision e61ba119 (github): Ensure proper vendor metadata is stamped to (Win32) dsDirectSound.dll when built via Visual C++ and using the command line compiler and vcbuild.bat
- 23:38 Revision fa99ead8 (github): Ensure proper vendor metadata is stamped to (Win32) dpDehRead.dll when built via Visual C++ and using the command line compiler and vcbuild.bat
- 23:17 Revision b4bc7c44 (github): Fixed illegal memory access due to angle not being shifted to the fine range.
- 22:25 Revision eb34e58f (github): Applied some patches and updated the build script for OS X.
- 19:41 Revision 6d953366 (github): Fixed uninstall via the Windows Inno Setup installer so that the tab30 plugin is not left behind.
- 18:51 Revision aa721abb (github): Fixed /external directory path in vcbuild.bat. I could have sworn I did this yesterday. Oh well.
- 17:49 Revision cf803d0d (github): We should be calling Con_Executef and not DD_Executef from within the engine as otherwise, the call will be stamped as originating from an external source and treated differently for logged-in remote clients.
- 16:12 Revision e878977d (github): Reverting the CMAKE_BUILD_TYPE change based on Yagisan's advice.
- CMake itself seems to work fine with uppercase build types. STREQUAL seems case sensitive, though, so our builds requ...
- 13:10 Revision 44634cf7 (github): Fixes so that clients can view the automap.
- Apparently clients don't have the DDPF_LOCAL flag at all (they probably should have it, though).
- 13:08 Revision 1f71f767 (github): I prefer to use uppercase build types.
- 13:07 Revision b226bc08 (github): Updated project file.
- 11:55 Revision d1730e72 (github): Fixes the initial positioning issue when client connects.
- Might be somewhat risky, though. This should be tested more.
- 11:54 Revision 5b96aff5 (github): Too Much Information.
2009-02-21
- 23:28 Revision 03a82673 (github): Fix clientside controls and do viewport update. Calling "setcon" from cl_main.c is a major hack, though...
- 23:11 Revision b9ef5e9a (github): These changes fix the functionality of "makelocp" and "setcon", which makes it possible to have multiple local players and switch the consoleplayer. However, this doesn't yet fix the clientside console issue (apparently).
- 17:48 Revision 4534a738 (github): Fixed (jDoom) even when flying the player should loose all momentum eventually.
- 16:10 Bug #602: Changed chainsaw behaviour
- The cause of this is that P_PlayerThinkAttackLunge is still updating ddplayer_t::cmd directly, rather than player_t::...
- 14:11 Revision e177ac7e (github): Fixed bug #2582804 - Fog vs Fakeradio plane shadow primitives. We were not selecting gltexture 0 when configuring the GL state for drawing plane shadows.
- 13:12 Revision e6cd4a6e (github): Removed typo in last commit.
- 13:09 Revision 17b9149d (github): Fixed logic in jHexen's P_TouchSpecialMobj, the special should be executed when the item is used (i.e., given to a player) not when the item is taken (removed/hidden from the world).
- Fixed shutdown in jHexen with "getAutomapCFG: Invalid map id 0." when the player dies.
Made the sprite identifier to ... - 12:48 Revision 5b669aa2 (github): Fixed (jhexen): Bug #2620256, DDVT Inconsistency (Fatal Error).
- 12:32 Revision d433b7ca (github): Don't align translationTables on a 256 byte boundary in R_InitTranslationTables.
- 12:12 Bug #605: Fog vs Fakeradio plane shadow primitives
- Fixed as of svn rev #6391.
- 11:44 Bug #605: Fog vs Fakeradio plane shadow primitives
- The edge shadows don't use texture coordinates, they are drawn untextured using the vertex colours for shadowing.
- 11:15 Bug #608: jHexen: DDVT Inconsistency (Fatal Error)
- Fixed as of svn #6388
- 02:42 Revision 41a05e67 (github): Updated the Windows, Doomsday installer script, broke installation up into components.
- 02:38 Revision 276e7de5 (github): Minor changes to snowberry's build.bat
- 02:22 Revision b5b52112 (github): Created a background for the (Windows) Doomsday installer.
2009-02-20
- 23:25 Revision a4604c31 (github): Fixed: Ensure that when building the game plugins via vcbuild.bat, that the resultant binaries are stamped with appropriate vendor details.
- Todo: We should consider Side-by-side Assemblies under Windows.
- 23:10 Revision 2a0392cc (github): Updated copyright year in the game plugin, Windows resource scripts.
- 18:52 Revision 3cc7c424 (github): Updated vcbuild script, always use back slashes as directory separators in file paths rather than forward slashes, as some Windows shell commands cannot cope otherwise. Clean up.
- 15:58 Bug #605: Fog vs Fakeradio plane shadow primitives
- OK, I see it now. Looks somewhat random? Maybe something with the texture coordinates?
- 15:46 Bug #605: Fog vs Fakeradio plane shadow primitives
- I think it has something to do with the dynamic lights. Load up DOOM E1M1. Enable fog. Fire the DOOM plasma rifle aga...
- 15:16 Bug #605: Fog vs Fakeradio plane shadow primitives
- I'm not seeing any Fakeradio flickering with fog. Does it happen everywhere or can you specify some example of a place?
- 15:21 Bug #608: jHexen: DDVT Inconsistency (Fatal Error)
- Oh yeah, the second set of
convertMap: Successful.
R_InitLinks: Initializing
PO_InitForMap: Initializing polyob... - 15:19 Bug #608 (Closed): jHexen: DDVT Inconsistency (Fatal Error)
- I'm getting the following output when I start a new game in jHexen and immediately do "warp 8". The map loads fine bu...
2009-02-19
- 19:08 Revision 4c34934c (github): Added eax.dll to the list of dlls to moved via the copydll target in vcbuild.bat
- 18:54 Revision 5d939978 (github): Simplify the font handling.
- Now all the fonts are kept in memory all the time. The shuffling of the fixed and normal variable fonts was causing m...
- 18:51 Revision 6e9a55db (github): Removed the obsolete startup window on OS X.
- 18:30 Revision 8cc16292 (github): Updated vcbuild.bat, dpWadMapConverter can once again be built successfully.
- 18:21 Revision c028cca8 (github): Updated vcbuild.bat so that dsWinMM can now be built successfully.
- 18:15 Revision 91bee667 (github): Created a src file include list for dsopenal and updated vcbuild.bat so that dsOpenAL can once again be built successfully.
- 18:03 Revision 83261925 (github): Removed duplicate path to /plugins/common/src/g_update.c from jhexen_cl.rsp
- 18:01 Revision d33e5661 (github): Added plugins/common/src/m_ctrl.c to the src file include lists for all games. All game plugins can once again be built successfully via vcbuild.
- 17:55 Revision 6d81fed5 (github): Fixed various issues in vcbuild.bat; Doomsday.exe can once again be built successfully.
- 17:53 Revision 5e1cecc1 (github): Added engine/win32/src/sys_window.c to doomsday_cl.rsp (was missing).
- 17:39 Revision 22eb8be1 (github): Assume a 32bit Windows OS rather than Vista x64 in the default file paths in vcconfig-example.bat
- 17:29 Revision c5ca1851 (github): Fixed file path for p_polyob.c in doomsday_cl.rsp
- 17:28 Revision 0180bd3d (github): Updated vcconfig-example.bat use default install paths for most SDKs.
- 16:47 Revision eab86a91 (github): Don't attempt to compile resources for drd3d in vcbuild.bat
- 16:30 Revision 925c66b6 (github): Updated dswinmm vcproj so that it can be built in Release configuration.
- 15:20 Bug #603: snowberry version column problem
- It depends slightly on the platform, but the default window size is around 750 x 550.
- 13:30 Bug #603: snowberry version column problem
- what is the default window size for snowberry?
800x600? - 13:26 Bug #549: Sound causes Deng to freeze on linux
- Fixed, as does not crash anymore
2009-02-18
- 21:41 Revision 04dd5c69 (github): Changed -notexnonpow2 to -texnonpow2, disabling NPOT textures by default.
- This should be enough?
- 18:40 Revision e477138a (github): Don't destroy the busy mode font when leaving busy mode. We don't know if it was prepared for "just for us" so don't assume we can destroy it.
- 16:48 Revision 3f353223 (github): Moved jHexen's flag definitions into /jhexen/defs/flags.ded (new).
- 16:46 Revision 7037784e (github): Moved jHeretic's flag definitions into /jheretic/defs/flags.ded (new).
- 16:43 Revision e439f8de (github): Moved jDoom64's flag definitions into /jdoom64/defs/flags.ded (new).
- 16:42 Bug #538: FPS counter stops working.
- Fixed in svn rev #6364.
- 16:41 Revision e809b9f5 (github): Moved jDoom's flag definitions into /jdoom/defs/flags.ded (new).
2009-02-16
- 18:55 Revision 04175ef4 (github): Revert some inadvertent whitespace changes in the previous commit.
- 18:14 Revision c61c041e (github): Moved statenames in mobjfinfo_t into an array and implemented a utility routine, P_GetState, to simplify adding new statenames (and potentially allow for custom state names in Thing definitions).
- 17:04 Bug #424: Cannot get past new game screen
- It would seem my assertion in the previous comment was correct. We now have a tracker item for that specific problem ...
- 14:45 Revision aba33600 (github): Fixed (all games): Bug #2131013 - Segfault if thing pain chance > 0 but no pain state. If the specified pain state cannot be found (or none specified) respond by attacking back but not attempting a mobj state change.
- 02:26 Revision ba4b16a0 (github): Fixed a couple of issues in the font manager and did a bit of cleaning up:
- * Calling FR_DestroyFont with an invalid id would move memory out of bounds.
* Calling FR_PrepareFont would prepare t... - 01:42 Revision a4ff9603 (github): Fixed bug in the DED file parser which prevented Line Type definitions from being read (at all).
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