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From 2009-03-02 to 2009-03-15

2009-03-13

00:56 Revision 2a1856b3 (github): Removed global variable "viewActive"; not read anywhere.
danij
00:36 Revision 533495d2 (github): Fixed: If the automap is open when a map change occurs, the map would be visible momentarily when the new map begins.
danij

2009-03-12

23:38 Revision 522eff96 (github): Updated jDoom64 to use the new common player inventory for the Demon Keys.
danij
23:33 Revision 82ae0870 (github): Updated jDoom64 to use the new common player inventory for the Demon Keys.
danij
20:51 Bug #644: MAP01 error with Doom2.wad 1.9
Thanks. xrdvx
20:32 Bug #644: MAP01 error with Doom2.wad 1.9
I see the problem. You will need to manually clear the map cache in your Doomsday runtime directory. In Doomsday 1.9.... danij
20:16 Bug #644: MAP01 error with Doom2.wad 1.9
The Map error and you can see there the general error.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/...
xrdvx
20:16 Bug #644: MAP01 error with Doom2.wad 1.9
I'm using the 1.9.0 beta5 and not, I'm not trying to load a old game. I press new game (select) and the difficulty an... xrdvx
09:08 Bug #637: [Hexen] Class change in-game causes instability, issues
When a player class change occurs, the player is spawned again at the same location resulting in a new mobj. Problem ... danij
03:24 Revision 9b4d918d (github): Added \fixme comment to SV_InitMaterialArchives about a design flaw which could at best result in HOM but at worst a seg fault upon loading a saved game. How best to tackle this?
danij
03:19 Revision 64147480 (github): Fixed: (DOOM.EXE bug) if the game is saved while a repeatable switch is momentarily in the "on" position, upon loading the saved game the switch would never return to the "off" position.
Fixed: Material changes on sidedef surfaces as a result of XG's automatic switch swapping not working and switches de... danij

2009-03-10

22:00 Bug #644: MAP01 error with Doom2.wad 1.9
We'll need at least some info in order to resolve this. Which version of Doomsday are you using?
If you are trying...
danij
20:51 Bug #644 (Closed): MAP01 error with Doom2.wad 1.9
I updated my wad to the leasted version. After that, when i start a game from the begining, i get with video error, a... xrdvx
19:23 Revision 3115ebb2 (github): Various changes to the format of ACS data written to/read from saved games. No fix for the jHexen floor waggles yet though.
Incremented the jHexen save version. Split IO for the global ACS data store and world vars into new routines, added a... danij
17:48 Revision 85efb349 (github): Fixed: bug #2649376 "Low Damage with Timons Axe and Gauntlets" (see http://sourceforge.net/tracker2/?func=detail&aid=2649376&group_id=74815&atid=542099).
danij
17:46 Revision 2304db49 (github): Don't use "event" as a variable name as Visual C++ interprets this as C++ event thus preventing the runtime debugger from allowing me to view their value or explore their state if an object instance or structure.
danij
16:21 Revision e013d467 (github): Fixed: Bug #2646546 "Mousewheel-down doesn't bind".
danij
15:48 Bug #633: Low Damage with Timons Axe and Gauntlets
Fixed in rev #6450 danij
14:52 Bug #640: Delay with use key on intermission screens
Rather than fix this minor problem, I suggest that we postpone this until beta7 as there are a few other issues with ... danij
14:21 Bug #627: Mousewheel-down doesn't bind
Fixed in rev #6448 danij
12:13 Bug #638: Monsters become active at start of some maps
At the start of E2M1 it seems to be a call to P_CheckSight, via A_Look that is incorrectly determining that the playe... danij
02:36 Revision ab1469df (github): Fixed: Rev #6445 broke PWAD replacement of sprite patches.
danij
02:32 Revision 982257d1 (github): Fixed a (unlikely) potential seg fault in chooseFixMaterial().
danij
00:23 Revision fa52da15 (github): Fixed: Material definitions referencing sprite patches not working. Symptom - Bug #2673525 "wad midspace texture name does not work" (see http://sourceforge.net/tracker2/?func=detail&aid=2673525&group_id=74815&atid=542099).
In fixing the above I have re-implemented the way in which sprite patch records are generated. This process is no lon... danij
00:00 Revision 73b170c1 (github): Fixed: The DED parser would output a warning message about unknown gltextures in Material definitions even when found.
danij

2009-03-09

19:35 Revision 565f51d5 (github): Fixed: Added a missing newline to a warning message in P_TouchSpecialMobj.
danij
09:41 Bug #643: wad midspace texture name does not work?
small wad and ded to test the materials
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/38dd4ee5...
eunbolt
00:29 Bug #643 (Closed): wad midspace texture name does not work?
When using a sprite as a wall texture by typing the sidedef texture name in doombuilder
material does not show up.
...
eunbolt
03:38 Revision f6f28980 (github): Finished updating jHexen re the changes to player inventory. jHexen should now be buildable once again.
danij

2009-03-08

23:36 Revision 14dce660 (github): Updating jHexen to use the new common player inventory. There still remains some work to do on the inventory drawing however.
danij
19:38 Revision b8283b98 (github): Commonized the HUD inventory display stuff. Currently only jHeretic makes use of it.
danij
13:03 Revision 4abee47f (github): Reimplemented the player inventory. All management of the player inventories is now done via an API rather than scattered, in-place logic throughout the codebase. In the process, fixed a couple of outstanding issues. Note that jHexen will still FTBFS as it hasn't yet been updated with respect to these changes. There also remains a minor issue with the statusbar inventory display if the selection mode is set to "scroll", which I'll address once I've updated jHexen.
* Fixed: Bug #26422594 "Inventory display wrong item" (see http://sourceforge.net/tracker2/?func=detail&aid=2642594&... danij
11:04 Bug #623: Inventory display wrong item
Fixed in rev #6439. danij

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
02:39 Revision aeb1f9c1 (github): Fixed jHeretic: Crossbow side bolt projectiles not fired in line with the player's angle and lookdir when autoaim is disabled.
danij

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
20:31 Revision 5b943efd (github): The "all" build target in vcbuild.bat was omitting dsOpenAL.
danij
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
12:11 Revision efb22ecd (github): Renamed engine global 'mapSetup' to 'ddMapSetup' to avoid collision with a game-side global by the same name.
danij
03:43 Revision ad4d684f (github): Numerous changes to the player inventory and associated HUD displays. Also added a few new user customization options as the work done made implementing them trivial. Note that jHexen will currently FTBFS as this commit only addresses jHeretic.
* Decoupled the inventory HUD display(s) from the "real" inventory.
* Changed: Re-implemented the next/prev inventory...
danij
00:50 Revision 76eaaf7d (github): Fixed bug #2655595: "invalid read of 8 byte". Cheers to gerddie and valgrind for spotting it.
danij
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
 

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