Activity
From 2009-04-20 to 2009-05-03
2009-05-03
- 23:58 Bug #681 (Closed): No MIDI or Music Pack playback
- 190 6.1 midi and Ashley Carr or similar will not playback in any sound device. Using working X-Fi sound device, midi ...
- 20:58 Bug #673: Segfault when starting jdoom with music
- Fixed in svn for 1.9.0-beta6.2
- 20:09 Revision f28004d4 (github): Fixed: "Heretic Gargoyles not spawning correctly" (see here http://sourceforge.net/tracker/?func=detail&aid=2724939&group_id=74815&atid=542099).
- I decided to fix all such problems for good by unifying the way we interpret z heights for spawnspots across DOOM, He...
- 19:53 Bug #680: heretic load savestate crash
- Please attach the save game file in question to this tracker item so that we can debug the problem.
- 19:27 Bug #680 (Closed): heretic load savestate crash
- Using a savestate from 1.9.0-beta5.x crashes 1.9.0-beta6 in heretic.
Z_Create: New 32.0 MB memory volume.
Con_Ini... - 19:27 Bug #680: heretic load savestate crash
- crash picture
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/2c7677e1/bb4f/attachment/hereticlo... - 19:52 Revision 886461de (github): Fixed: "HeXen Quietus flames spawning way off where they should" (see here http://sourceforge.net/tracker/?func=detail&aid=2774862&group_id=74815&atid=542099).
- 19:51 Revision 441f99c2 (github): Fixed sigsegv in jHexen on shutdown (VG_CHEATARROW was defined, which incremented NUM_VECTOR_GRAPHS one larger than it should be. Thus when deleting the display lists for the vectorgraps in Rend_AutomapUnloadData we were indexing beyond the end of vectorGraphs[] and returning some random memory location which we then attempted to free.
- 16:56 Bug #656: Heretic Gargoyles not spawning correctly
- Fixed in svn for 1.9.0-beta6.2
- 16:53 Bug #677: HeXen Quietus flames spawning way off where they should
- Fixed in svn for 1.9.0-beta6.2
- 12:45 Revision 09fd2488 (github): Enabled the lumobj debug display in non-debug builds, added cvar "rend-dev-lums" to enable it.
- 12:42 Revision adb484e1 (github): Minor tweaks.
2009-05-02
- 21:22 Revision 0e8b1759 (github): Peppered the main loop with profile timers enabled when DD_PROFILE is defined.
- I had a feeling something was going awry and performance was gradually degrading. I made a 15min run of the starting ...
- 21:12 Revision 0389bb4f (github): Reordered the console output from the PRINT_PROF macro to be more easily readable.
- 19:07 Revision cb30f1fe (github): Fixed compilation error in r_lumobjs.c if DD_PROFILE is defined.
- 19:05 Revision 2c9930d6 (github): Variable texDefs in readDoomTextureDefLump() was left uninitialized if ALL textures in the currently processed TEXTURE1/2 lump were invalid (highly unlikely...).
- 18:43 Revision d16cf425 (github): Fixed: Logic error in p_objlink.c::processSeg which resulted in mobjs hidden behind onesided walls being visible from the other side when they should not be.
- 17:29 Revision f3981ed2 (github): Fixed: Things not visible in the automap after resolution change.
- 17:03 Revision 648e9f93 (github): Correct NUM_WEAPON_SLOTS value in all games.
- 16:51 Revision d78be072 (github): Fixed: "Weapon controls wrong selection" (see here http://sourceforge.net/tracker/?func=detail&aid=2774442&group_id=74815&atid=542099).
- 14:36 Bug #565: Post level Infine seg fault
- How is this in Doomsday 1.9.0-beta6.1 Vermil?
- 13:51 Bug #675: Weapon controls wrong selection
- Fixed in svn for 1.9.0-beta6.2
- 12:23 Revision 9f5723b7 (github): Added b_util.h to doomsday.vcproj (was missing).
- 10:32 Bug #678: Automap: Rotation angle smoothing
- That is kind of what is happening atm when the angle wraps.
In fact, I'm actually wondering whether we should be e... - 10:01 Bug #678: Automap: Rotation angle smoothing
- I'm guessing the map angle is trying to follow the player mobj angle, and when the 0xffffffff <-> 0 jump occurs, it c...
- 09:37 Bug #678: Automap: Rotation angle smoothing
- I'm not entirely sure which type of interpolation should be used for this, any suggestions skyjake?
- 08:59 Revision f8195e62 (github): Updated version to beta6.2
- 03:54 Revision ce85e3de (github): Fixed: "Artefact key's not checking that player actually has item" (see here http://sourceforge.net/tracker/?func=detail&aid=2724935&group_id=74815&atid=542099).
- 03:41 Revision e19b7686 (github): Fixed: "New armour bug: blue and green armour add" (see here http://sourceforge.net/tracker/?func=detail&aid=2734790&group_id=74815&atid=542099).
- 03:16 Revision 27bfc2d4 (github): Fixed: "HeXen inventory not saved between maps" (see here http://sourceforge.net/tracker/?func=detail&aid=2774651&group_id=74815&atid=542099).
- 02:40 Revision 0f136317 (github): Fixed: [jDoom] Menu items disappear after engine reset (see here http://sourceforge.net/tracker/?func=detail&aid=2784031&group_id=74815&atid=542099).
- 02:25 Revision c54a1512 (github): Optimize: Improved load time with large maps (memory allocation of vertexillums).
- 02:22 Revision e5e0f5f8 (github): Fixed: Only process the default WAD list during startup if it has been populated.
- 02:21 Revision ff9403d2 (github): Fixed a comment.
- 02:20 Revision 385a3f7b (github): Renamed global variable classInfo in r_extres.c to resClasses.
- 00:54 Bug #655: Artefact key's not checking that player actually has item
- Fixed in svn for 1.9.0-beta6.2
- 00:41 Bug #661: New armour bug: blue and green armour add
- Fixed in svn for 1.9.0-beta6.2
- 00:16 Bug #676: HeXen inventory not saved between maps
- Fixed in svn for 1.9.0-beta6.2
2009-05-01
- 23:40 Bug #679: [jDoom] Menu items disappear after engine reset
- Fixed in svn for 1.9.0-beta6.2
2009-04-29
- 23:12 Bug #679 (Closed): [jDoom] Menu items disappear after engine reset
- Each time the engine is reset, a menu item from the DOOM2 menu disappears.
*Labels:* jDoom - 11:58 Feature #1491 (New): Variable damage for the pmf_crush plane move flag
- Variable damage for the pmf_crush plane move flag.
Currently the flag will make the plane do hardcoded 10 damage a...
2009-04-20
- 19:39 Feature #1490 (Closed): Can the "secret found" sounds be given their own defs?
- A very small feature request. Can Dday's "secret found" sound's in all games be given their own sound definition rath...
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