Activity
From 2009-03-14 to 2009-03-27
2009-03-27
- 23:16 Bug #650: Dynamic lights bleeding through solid walls
- Fixed in svn for 1.9.0-beta6.1
- 15:29 Bug #650: Dynamic lights bleeding through solid walls
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/0188abd0/52c2/attachment/doom2-011.jpg
- 15:26 Bug #650 (Closed): Dynamic lights bleeding through solid walls
- Something that I believe has always occurred with Dday.
The attached screenshot and example map show the issue.
... - 15:26 Bug #650: Dynamic lights bleeding through solid walls
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/0188abd0/76e4/attachment/Test.wad
- 04:17 Revision de398297 (github): Fixed race condition introduced along with the recent thinker list optimization.
- 02:39 Revision da88288f (github): Fixed the remaining issues with the player inventory display, when using the scroll select mode in combination with the fixed-size statusbar inventory. Next step will be to merge the two Hu_InventoryDraw variants (should be straight forward as they are near enough identical other than the additional alpha and lighting enhancements applied in the fullscreen version).
2009-03-26
- 23:05 Revision bcecb121 (github): Fixed: "jHeretic: P_MoveThingsOutOfWalls VS axis-parallel walls" see here (http://sourceforge.net/tracker/?func=detail&aid=2713336&group_id=74815&atid=542099).
- The changes I've made do result in a much higher success rate but the algorithm itself is still far from ideal.
- 21:06 Bug #648: jHeretic: P_MoveThingsOutOfWalls VS axis-parallel walls
- Fixed in svn rev #6465.
- 02:39 Bug #648 (Closed): jHeretic: P_MoveThingsOutOfWalls VS axis-parallel walls
- The current algorithm (P_MoveThingsOutOfWalls) used by jHeretic which attempts to move the wall-hanging torches out f...
- 13:48 Bug #649: Armor bugs not only in jDoom
- Closing as duplicate
- 10:49 Bug #649: Armor bugs not only in jDoom
- Hups..now I am seeing that i have created a duplicate theme...I am sorry..I will be much more careful next time. Agai...
- 09:47 Bug #649 (Closed): Armor bugs not only in jDoom
- A have 1.9.0-beta6 installed and I have found quite big bg. In jDoom games that i have played(Ultimate Doom, Doom 2) ...
- 04:32 Revision 3d19e8bf (github): Optimize: Separate thinkers into lists by their function in P_ThinkerAdd. Iterate over only those thinkers whose function matches, or all if not specified in P_IterateThinkers.
2009-03-25
- 23:21 Revision 7afaee9a (github): Changed purge level of all map thinkers to PU_MAP (was a mixture of PU_MAP and PU_MAPSPEC) as AFAIC, there is no need to separate them, as we'd only ever want to purge them together (or free manually when necessary/desired). Removed unused/unnecessary zone memory purge levels; PU_MAPSPEC/PU_DAVE/PU_OPENGL.
- 19:09 Revision eee0c990 (github): Changed: Do not spread objlinks over two-sided linedefs when the middle material on the back side of the spread direction completely fills the gap between floor and ceiling. Fixes the issue seen in Heretic E1M2 where the Undead Warriors hidden behind a one-way wall in sector #83 were sometimes visible from the other side. This also fixes the problem of dynamic lights spreading under similar circumstances.
- 18:30 Revision 2bacbe64 (github): Fixed jHexen: sigsegv attempting to open the automap (when configured to display statusbar while open) and after an armour item has been collected by the viewplayer.
- 15:50 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- I think the problem may simply be that the IWAD in question is too old for our fancy detection algorithm. If DaniJ or...
- 15:41 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- Nope, no difference.
This is a CD Version of DoomII from 1994. *sigh* Maybe that is the problem?
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...
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