Activity
From 2009-03-04 to 2009-03-17
2009-03-13
- 00:56 Revision 2a1856b3 (github): Removed global variable "viewActive"; not read anywhere.
- 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.
2009-03-12
- 23:38 Revision 522eff96 (github): Updated jDoom64 to use the new common player inventory for the Demon Keys.
- 23:33 Revision 82ae0870 (github): Updated jDoom64 to use the new common player inventory for the Demon Keys.
- 20:51 Bug #644: MAP01 error with Doom2.wad 1.9
- Thanks.
- 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....
- 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/... - 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...
- 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 ...
- 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?
- 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...
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... - 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...
- 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...
- 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).
- 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.
- 16:21 Revision e013d467 (github): Fixed: Bug #2646546 "Mousewheel-down doesn't bind".
- 15:48 Bug #633: Low Damage with Timons Axe and Gauntlets
- Fixed in rev #6450
- 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 ...
- 14:21 Bug #627: Mousewheel-down doesn't bind
- Fixed in rev #6448
- 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...
- 02:36 Revision ab1469df (github): Fixed: Rev #6445 broke PWAD replacement of sprite patches.
- 02:32 Revision 982257d1 (github): Fixed a (unlikely) potential seg fault in chooseFixMaterial().
- 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...
- 00:00 Revision 73b170c1 (github): Fixed: The DED parser would output a warning message about unknown gltextures in Material definitions even when found.
2009-03-09
- 19:35 Revision 565f51d5 (github): Fixed: Added a missing newline to a warning message in P_TouchSpecialMobj.
- 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... - 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.
... - 03:38 Revision f6f28980 (github): Finished updating jHexen re the changes to player inventory. jHexen should now be buildable once again.
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.
- 19:38 Revision b8283b98 (github): Commonized the HUD inventory display stuff. Currently only jHeretic makes use of it.
- 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&...
- 11:04 Bug #623: Inventory display wrong item
- Fixed in rev #6439.
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...
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... - 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.
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...
- 20:31 Revision 5b943efd (github): The "all" build target in vcbuild.bat was omitting dsOpenAL.
- 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.
- 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... - 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... - 16:42 Bug #639: "Midbars" texture problem / possibly jdrp related
- Hi Skyjake, uploaded the file you requested.
File Added: jdoom.cfg - 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/... - 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...
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