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From 2009-02-21 to 2009-03-06

2009-03-06

20:19 Bug #642 (Closed): [MacOS] Doomsday engine 1.9beta 5/6 crash
Using an Intel G5 with nvidia GT 8800 video card, 3 megs
onboard ram, the OS is Leopard.I tried to use this with Plu...
johnb67

2009-03-05

12:23 Feature #1485 (Closed): Font graphic compatibility
In Doomsday, JDoom uses "FONTAXXX" and "FONTBXXX" graphics taken from JDoom.wad for font graphics.
FONTA is an exa...
vermil

2009-03-04

20:52 Bug #630: jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise
I tested it. I run into that room and it worked without bug. Then killed myself, respawned and tested it again, but i... xxmiltenxx
20:08 Bug #629: A couple of broken XG classes
Both these issues should now be fixed in the 1.9.0-beta6 branch of svn. danij
20:04 Bug #641: Resolution change issues (Linux)
Thanks for the report. However, this issue has already been added to this tracker, please see here:
https://source...
danij
19:50 Bug #641 (Closed): Resolution change issues (Linux)
Hello,
I have the following problems with the recently released deng 1.9.0beta6 in Linux,
In summary: the progr...
chromisx
16:42 Bug #639: "Midbars" texture problem / possibly jdrp related
Hi Skyjake, uploaded the file you requested.
File Added: jdoom.cfg
johanbeyl
16:42 Bug #639: "Midbars" texture problem / possibly jdrp related
jdoom.cfg as requested
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/1063c914/9183/attachment/...
johanbeyl
16:17 Bug #640 (Closed): Delay with use key on intermission screens
It seems that if you press the use key to end an intermission (i.e. after all the number counting has completed), the... vermil

2009-03-03

17:31 Bug #639: "Midbars" texture problem / possibly jdrp related
I can't reproduce this issue. Beylie, could you also attach your jdoom.cfg? skyjake
16:23 Bug #639 (Closed): "Midbars" texture problem / possibly jdrp related
Using the 1.9.0-beta6 and JDRP ( both the old 1.01 and the latest one from DoomdayHQ ), the non-solid textures in Doo... johanbeyl
16:23 Bug #639: "Midbars" texture problem / possibly jdrp related
Screenshot of graphics problem
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/1063c914/5f2a/att...
johanbeyl
00:16 Bug #638 (Closed): Monsters become active at start of some maps
At the beginning of certain maps, some monsters immediately become active and start roaming around the area without e... sonicdoommario

2009-03-02

22:52 Bug #636: invalid read of 8 byte
Fixed in rev #6434. Well spotted, cheers. danij
21:55 Bug #636 (Closed): invalid read of 8 byte
In Stack_Pop the program tries to read in non-allocated space (see valgrind output below) - apparently, because the s... gerddie
21:55 Bug #636: invalid read of 8 byte
patch to fix false read
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6f9dca29/aa63/attachmen...
gerddie
22:04 Bug #637 (New): [Hexen] Class change in-game causes instability, issues
I thought it would be cool to change the character class in the middle of the game by using bindings, so I don't have... jimigrey
22:04 Bug #637: [Hexen] Class change in-game causes instability, issues
Class changing weapon bindings
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/83384292/a95e/att...
jimigrey
21:31 Bug #635: No Music
The OpenAL audio plugin does not feature a music playback interface. Currently the only audio plugin which allows for... danij
16:58 Bug #635 (Closed): No Music
I get no music in any game with Beta 6. External music packs also seem to not work.
*Labels:* Sound (OpenAL)
spacewreckage
12:17 Bug #634 (Closed): Infine events command not working
As the summary states. Infine events/noevents commands aren't working at tall in 1.9 Beta6.
*Labels:* InFine
vermil

2009-03-01

15:29 Bug #624: Armour pickup gives nothing
Fixed in rev #6432 danij
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... skyjake
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? skyjake

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...
xxmiltenxx
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...
danij
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. skyjake
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)'
skyjake
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... danij
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... danij
15:12 Bug #618: Snowberry: Hardcoded paths to user documents
Does revision 6428 help? I don't have Vista where I could test it. skyjake
15:26 Bug #620: Crash when launching with Shareware Doom
Closing. skyjake
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).... xxmiltenxx

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)
...
xxmiltenxx
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... xxmiltenxx
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 ...
vermil
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...
vermil
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
vermil
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... lightninghunter
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... xxmiltenxx
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 ... g6672d

2009-02-26

18:02 Bug #347: getting stuck in walls (doom1)
I get this quite a lot in Hexen killing monsters with melee weapons. Using beta6. jimigrey
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,... jimigrey
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... jimigrey
17:14 Feature #1479: Savegame: autosuggest name for savegames
- **status**: open --> closed
- **milestone**: Version 2.0 --> Version 1.9
danij
16:48 Bug #610: Heretic E3M8 repeat loading crash
Fixed in rev #6426. danij
16:22 Bug #611: HeXen Korax bug and crash
Fixed in rev #6424 danij
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... danij
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... jenge
15:19 Bug #620: Crash when launching with Shareware Doom
Fixed in rev #6422 danij
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.... skyjake
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...
skyjake
10:24 Bug #619: Snowberry: Misaligned text in lists

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cb2d3e8/4557/attachment/listbug.png
skyjake
10:24 Bug #619: Snowberry: Misaligned text in lists
Also, the issue is with the settings categories (screenshot 2). skyjake
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... skyjake
10:21 Bug #619: Snowberry: Misaligned text in lists
Snowberry screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cb2d3e8/62a8/attachment/al...
skyjake
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 ... danij
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... sonicdoommario
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... sonicdoommario

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... vermil
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...
vermil
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... vermil
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 ... vermil
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...
vermil
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... vermil
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... vermil
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... vermil
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...
vermil

2009-02-24

16:16 Bug #546: Spider Boss shoots too high
Fixed in svn rev #6419 danij

2009-02-21

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::... danij
12:12 Bug #605: Fog vs Fakeradio plane shadow primitives
Fixed as of svn rev #6391. danij
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. danij
11:15 Bug #608: jHexen: DDVT Inconsistency (Fatal Error)
Fixed as of svn #6388 danij
 

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