Activity
From 2009-03-24 to 2009-04-06
2009-04-06
- 11:18 Bug #661: New armour bug: blue and green armour add
- I just founded that bug... and as far as i see, i did the same, but the green one was picked on the lvl one and the h...
2009-04-05
- 23:07 Bug #661: New armour bug: blue and green armour add
- Maybe caused because the armor is added totally and not point by point... If the armor points are added one by one, y...
- 16:50 Bug #661 (Closed): New armour bug: blue and green armour add
- In Doom, picking up green armour, some helmets and blue armour after one another results in having an armour value of...
- 09:30 Bug #612: jHexen: Door sounds mixed up
- Issue remains in 1.9.0-beta6.1.
- 09:27 Bug #660: -warp parameter fails to start game
- This is the log for jHeretic.
$ doomsday -game jheretic -iwad /D/doom/heretic.wad -warp 1 1
Z_Create: New 32.0 MB... - 09:25 Bug #660 (Closed): -warp parameter fails to start game
- Starting Hexen with -warp 1 just exits the engine (both 1.9.0-beta6.0 and -beta6.1). I can start the game by omitting...
2009-04-03
- 11:22 Bug #659 (Closed): Can't run doomsday on FreeBSD
- Hello!
# /usr/local/bin/deng -g jheretic
Z_Create: New 32.0 MB memory volume.
determineGlobalPaths: Base path = ...
2009-04-02
- 22:39 Bug #658 (Closed): BugWall
- When on Ultimate doom, Episode 2, map 1... i founded that i can pass trought a wall, without having the NOCLIP active...
- 22:39 Bug #658: BugWall
- Me looking from outside the map, without idclip
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/... - 02:20 Revision 69b6a2be (github): Fixed: When clearing the InFine state stack before beginning a new game, always change the game state to GS_WAITING. This fixes the problem of "Before" InFine scripts not working when used for the first map.
- 01:53 Revision 5ece330b (github): Fixed typo.
2009-04-01
- 23:32 Revision fc115956 (github): Fixed: "DED Reader: Failing to locate State definition" see here (http://sourceforge.net/tracker/index.php?func=detail&aid=2725357&group_id=74815&atid=542099).
- 20:56 Feature #1487 (Closed): [InFine] ximage: support for 8-bit paletted PNG images
- I want to use the “ximage” infine command in my mod to load a very large number of external images to take advantage ...
- 20:44 Bug #657: DED Reader: Failing to locate State definitions
- Fixed in svn for 1.9.0-beta6.2
- 17:38 Bug #657: DED Reader: Failing to locate State definitions
- I'm currently looking into this rather strange problem. The DED parser is correctly reading all states but Def_GetSta...
- 16:44 Bug #657 (Closed): DED Reader: Failing to locate State definitions
- The ded reader is failing to locate states being loaded by custom definitions in the second pass, leading to Dday err...
- 13:56 Bug #459: Level music and "before" infine scripts
- Are you trying to achieve silence (i.e., you want no music at all unless you specify the track to play)?
- 11:14 Bug #459: Level music and "before" infine scripts
- I'm reopening this report because of a small issue that has arisen from it.
Because of the fix, if you don't specify... - 12:00 Bug #656 (Closed): Heretic Gargoyles not spawning correctly
- The mf2_spawnfloat flag doesn't work properly in Beta6.1.
Anything with the flag attached (i.e Heretic's Gargoyles... - 11:56 Bug #655 (Closed): Artefact key's not checking that player actually has item
- In Jheretic and JHeXen, in Beta6.1, pressing the fly up buttom gives the player the wing's powerup.
2009-03-31
- 23:44 Revision 0a1d1271 (github): Bump minor version numbers of all plugins.
- 22:09 Revision 0b6f80b1 (github): Typo!
- 21:30 Revision b06d7886 (github): Mac compilation tweaks.
- 21:29 Revision a12efb4f (github): Increased symbolic event generation threshold for axes.
- 21:26 Revision 0405f1a8 (github): Updated documentation for Beta 6.1
- 17:56 Bug #654: Hexen crash\playabitliy issue
- Thanks for submitting this bug report. Both of these issues have since been fixed for the (imminent) 1.9.0-beta6.1 re...
- 15:13 Bug #654 (Closed): Hexen crash\playabitliy issue
- I have run into two problems while playing Hexen. Now the first one I'm not sure if its the game or the engine but wh...
- 15:13 Bug #654: Hexen crash\playabitliy issue
- Doomsday.out file for the SetValue: DDVT_PTR incompatible with value type DDVT_INT.
*Attachments:*
* http://sourcefo... - 00:20 Revision 6140e49d (github): Fixed Snowberry UI layout issues.
- The problem was that the HTML-formatted content was relying on implicit </td> and </tr> tags. Apparently wxWidgets no...
2009-03-30
- 19:42 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- Thanks for the information. We'll need to try and get hold of this version so that we can determine how best to suppo...
- 12:02 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- Yes and no.
The DOOM2.WAD comes from a CD published by GT Interactive (Exclusively for germany).
It does not copy th... - 09:41 Bug #652: Music volume and balance
- WinXP SP3
standart Microsoft synthesizer
Doomsday centers balance and maximizes volume for synthesizer in system mi... - 00:40 Revision b874c30b (github): Fixed: "jHexen: Savegame Crash with jXRP" see here (http://sourceforge.net/tracker/?func=detail&aid=2647053&group_id=74815&atid=542099).
- Added: cvar "rend-dev-generator-show-indices" - Display particle generator origin indices (for debug). Note that type...
2009-03-29
- 22:23 Bug #652: Music volume and balance
- Which OS are you running?
- 22:00 Bug #653: The light creates a wall
- Thanks for submitting this bug report. However, this issue has already been reported.
Closing as duplicate. - 21:54 Bug #632: jHexen: Savegame Crash with jXRP
- Fixed in svn for 1.9.0-beta6.1
- 00:12 Revision d6f31a21 (github): Fixed a silly mistake. Clean up.
2009-03-28
- 23:20 Bug #653 (Closed): The light creates a wall
- As we can see in the picture, into the map E1M1 from Ultimate doom, infront of the player is a brown or black wall, a...
- 23:20 Bug #653: The light creates a wall
- The light creates a wall.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/8b1fbe05/3b79/attachme... - 23:04 Feature #1486 (Rejected): UI language translation/localization
- Translating the fron't end and maybe in-game language would expand you comunity, and also help already users to under...
- 19:31 Revision 593a1ca3 (github): Optimize: Particle generators are now linked into the world once per render frame and used for all viewports. Plus various other minor optimizations.
- Fixed: Only the last viewport drawn correctly if the render lists are frozen or if the view player is in the void.
I... - 15:39 Bug #652: Music volume and balance
- I mean original game music, not any kind of user mapped.
- 15:36 Bug #652 (Closed): Music volume and balance
- Using SDL_mixer, midi music.
Music volume and balance resets to maximum after repeat of track or level change.
*L... - 13:22 Revision aa51b3f7 (github): Bumped jHexen's MOBJ_SAVEVERSION to 7 and removed an unnecessary long per mobj.
- 08:44 Bug #632: jHexen: Savegame Crash with jXRP
- I tested it again, with disabling several parts of the jXRP.
I've encountered, that if I disable "XCCP Decorations" ... - 03:32 Bug #632: jHexen: Savegame Crash with jXRP
- This problem does not seem to be related to the save games, the problem seems to originate from the particle generato...
- 04:22 Revision 72c13728 (github): Fixed typo in previous commit.
- 04:21 Bug #651 (Closed): The texture compression option does not work
- The texture compression option in Snowberry doesn't disable the texture compression in games.
The option appears to ... - 04:14 Revision a3e0252c (github): Fixed: Models would not be drawn if their origin was not visible.
- 01:15 Revision 7e49952f (github): Fixed: "Dynamic lights bleeding through solid walls" see here (http://sourceforge.net/tracker/?func=detail&aid=2717071&group_id=74815&atid=542099).
- Redesigned algorithm for spreading objlinks to generate objlink > subsector contacts. The old algorithm worked on sec...
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?
Also available in: Atom