Activity
From 2009-03-10 to 2009-03-23
2009-03-23
- 14:21 Bug #646: jHexen Deathkings Crash
- Fixed in svn for 1.9.0-beta6.1
- 14:20 Bug #647: when environment pack is selected the music does not work
- This is not a bug. These addons have changed the default MapInfo definitions are missing music track information. As ...
- 12:57 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- No, it did not make any change. I will try the original installer from the cd and then configure doomsday to use that...
2009-03-22
- 21:52 Bug #647 (Closed): when environment pack is selected the music does not work
- In the addons section of the doomsday engine, I clicked on the environment addon (with the fog, sky effect, etc). I n...
2009-03-21
- 16:02 Bug #646 (Closed): jHexen Deathkings Crash
- Game crashes at same point in the Catacomb Map 4 (44). Error: Set Value: DDVT_PTR incompatible with value type DDV...
- 15:40 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- Doomsday is reporting that it cannot identify the version of the IWAD you are using.
Please try copying the WAD fi... - 14:20 Bug #645 (Rejected): Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- When starting the current doomsday release with the original DoomII wad (copied from original CD), it can not be star...
2009-03-20
- 19:50 Bug #632: jHexen: Savegame Crash with jXRP
- Hexen Savegames, Part 2
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c14200dc/3fca/attachment... - 19:50 Bug #632: jHexen: Savegame Crash with jXRP
- File Added: Hexen Savegame.part2.rar
- 19:50 Bug #632: jHexen: Savegame Crash with jXRP
- Hexen Savegames, Part 1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c14200dc/fe66/attachment... - 19:50 Bug #632: jHexen: Savegame Crash with jXRP
- I've uploaded the "hexndata" and "doomsday.out from "Doomsday\snowberry\runtime", but I had to split the file, becaus...
- 13:53 Bug #632: jHexen: Savegame Crash with jXRP
- Please attach your savegame files to this tracker item so that we may debug the problem.
- 17:04 Revision 7f3f0ecc (github): Fixed: "Full Map Code Works Incorrectly After Switching Resolutions" see here (http://sourceforge.net/tracker2/?func=detail&aid=2639437&group_id=74815&atid=542099);
- 16:47 Revision 774d92b9 (github): Fixed: "Failing to read more than one loose ded" see here (http://sourceforge.net/tracker2/?func=detail&aid=2646623&group_id=74815&atid=542099).
- This wasn't strictly speaking a bug in that Doomsday expected that there would only be one instance of -def and/or -d...
- 15:53 Revision 4c86ad91 (github): Fixed: "jHexen: Dark Crucible: Bridge motionless and dark on respawn" see here (http://sourceforge.net/tracker2/index.php?func=detail&aid=2642269&group_id=74815&atid=542099).
- Fixed: "jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise" see here
(http://sourceforge.net/tracker2/?func=... - 15:05 Bug #617: Full Map Code Works Incorrectly After Switching Resolutions
- Fixed in svn for 1.9.0-beta6.1
- 14:47 Bug #628: Failing to read more than one loose ded
- Fixed in svn for 1.9.0-beta6.1
- 13:55 Bug #622: jHexen: Dark Crucible: Bridge motionless and dark on respawn
- Fixed in svn for 1.9.0-beta6.1
- 13:40 Bug #622: jHexen: Dark Crucible: Bridge motionless and dark on respawn
- I've done a bit more investigating and the ACS script stack and all the related state in p_acs.c appears to have been...
- 13:55 Bug #626: jHexen: Savegame bug (e.g. seven portals)
- Fixed in svn for 1.9.0-beta6.1
- 13:54 Bug #630: jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise
- Fixed in svn for 1.9.0-beta6.1
- 13:07 Bug #637: [Hexen] Class change in-game causes instability, issues
- After further investigation, doing this the proposed "easy" way would not actually be possible without first addressi...
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.
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