Activity
From 2009-04-27 to 2009-05-10
2009-05-10
- 18:37 Bug #664: Heretic Maulotaur attack behaviour incorrect
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4c4590b7/61ba/attachment/Test.WAD
- 18:37 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Indeed, from further discussion with DaniJ, the floor flame does move eastward at a rate of 1 unit every 16 tic's (ha...
2009-05-09
- 15:46 Bug #688 (Closed): Hexen: Stuck while entering a portal in Seven Portals
- Hey all,
If you try to enter the first portal in the second level in Hexen (after activating the switch and and goin...
2009-05-08
- 14:52 Bug #687 (Closed): Missing Texture of rail
- So, the problem is that the texture of rail in Doom1,2,TNT and plutonia is missing. I tryed everything as a change re...
- 08:39 Bug #686: No music played
- doomsday.out for OpenAL, DSound and SDL
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/385089b2... - 08:39 Bug #686 (Closed): No music played
- 1.9.0 b6.2
No midi or external (ogg or mp3) music played with OpenAL and DSound driver; the same music (menu music) ... - 06:22 Bug #683: Snowberry: Crash at startup with every Universal Binary
- It sounds more like a bug in wxPython... Let's see if upgrading to the latest version of wxPython helps. I'll do that...
- 01:21 Bug #683: Snowberry: Crash at startup with every Universal Binary
- I fixed it. I deleted many font entries in the libwx_macud-2.8.0.dylib file, inside the engine os x package, leaving...
2009-05-07
- 10:46 Bug #664: Heretic Maulotaur attack behaviour incorrect
- After an extended discussion with vermil, the problem he is reporting about the spawning of the floor fire when the M...
- 09:20 Bug #664: Heretic Maulotaur attack behaviour incorrect
- There is no such logic in the original source release to back up your claim that the Maulotaur's floor fire will not ...
- 09:05 Bug #664: Heretic Maulotaur attack behaviour incorrect
- // From the original Heretic source release by raven
void A_MntrFloorFire(mobj_t *actor)
{
mobj_t *mo;
actor-... - 07:45 Bug #664: Heretic Maulotaur attack behaviour incorrect
- I'm afraid I must dispute your response.
The floor fire flames do not move/slide eastward on the floor in the orig... - 10:37 Bug #671: [Heretic] Enemy missile spreads have incorrect vertical aim
- This due to the different handling of the Z momentum between P_SpawnMissile and P_SpawnMissleAngle. The former does a...
- 10:30 Bug #685 (Closed): Map cheat behaviour change
- In Beta6.2 the map cheat goes 0,1,2,1,0. It should go 0,1,2,0.
In short entering the map cheat once all lines and ... - 10:17 Bug #684: Sprites moving up if their bottom intersects the floor
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/d3906e80/a9aa/attachment/GZDoom.jpg
- 10:16 Bug #684: Sprites moving up if their bottom intersects the floor
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/d3906e80/2797/attachment/Doomsday.JPG
- 10:15 Bug #684 (New): Sprites moving up if their bottom intersects the floor
- Dday correctly cuts off a sprite horizontally when it clip's through a wall. But vertically, it shifts the sprite upw...
- 08:58 Bug #683: Snowberry: Crash at startup with every Universal Binary
- But I have the font installed (Lucida Grande). I tried to change all the instances of Lucida Grande in "osx-appearanc...
- 06:51 Bug #683: Snowberry: Crash at startup with every Universal Binary
- Which version of OS X are you using? Do you have a PowerPC or an Intel Mac?
Judging by that crash report, it looks... - 07:27 Feature #1582: Player actions while game is paused
- This isn't a bug. Pausing a game should mean just that, its paused.
- 01:59 Revision 0f7a67c7 (github): Fixed: Icon of Sin explosions spawned via A_BrainExplode appear far east of where they should be.
2009-05-06
- 22:48 Bug #683 (Closed): Snowberry: Crash at startup with every Universal Binary
- I cant use any of the Universal Binaries of the engine (1.9.0.beta 5 onwards). Beta 4 works, but it is slow.
Any g... - 22:18 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Neither of those are bugs.
If the Maulotaur is stood in a sector which is non-solid then the floor fire will spawn... - 21:13 Bug #664: Heretic Maulotaur attack behaviour incorrect
- In Beta6.2 at least, I've got another couple of bugs to throw in here regarding the Maulotaurs ground flame.
The f... - 22:13 Feature #1582: Player actions while game is paused
- To elaborate a bit. All automap controls not related to player movement should still be usable while paused (i.e. fol...
- 21:05 Feature #1582 (New): Player actions while game is paused
- In Beta6.2, when you pause the game, you lose all control.
However in the original games, you could still toggle t... - 21:23 Feature #1581: Melee attacks affected by looking up/down
- - **summary**: Melee attacks not affected by looking up/down --> Melee attacks should be affected by looking up/down
... - 20:36 Revision 7b55d498 (github): Updated version number.
- 20:36 Revision 09d884d4 (github): There is no malloc.h on the Mac. I believe stdlib.h and string.h should define it on all platforms (it's the standard, right?).
- 18:12 Bug #682 (Closed): Dying on Multiplayer Coop Problem
- When you die on Multiplayer game, mode cooperative, and you try to respawn, you will get a video error and you have t...
- 16:59 Feature #1492 (Closed): Ability for end level xg class to skip the intermission
- As the summary suggests.
*Labels:* XG - 16:19 Revision 913509a7 (github): Minor version number bump, all plugins.
- 14:43 Revision b421061e (github): Fixed capitalization in status message.
- 14:29 Revision 7f3c661a (github): Fixed (dsDirectSound): EAX support broken.
2009-05-05
- 21:43 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
- After discussion with vermil, the first issue mentioned in this report turns out to be a gl rendering, bilinear filte...
- 21:13 Revision 2ac151ce (github): Fixed jHexen: Command line option -warp not working.
- 21:03 Revision b0ceb933 (github): Fixed jHeretic: Command line option -warp not working.
- 20:52 Revision d513bc69 (github): Fixed jDoom: "Using diffrent weapon ammo bug" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=1657409&group_id=74815&atid=542099).
- 18:13 Bug #660: -warp parameter fails to start game
- Fixed in svn for 1.9.0-beta6.2
- 17:51 Bug #412: Using diffrent weapon ammo bug
- Fixed in svn for 1.9.0-beta6.2
- 16:32 Revision 24315241 (github): Combined the weapon, state number members of weaponmodeinfo_t into an array for convenience.
- 16:28 Revision c34e2358 (github): r_lumobjs.h was missing the predeclaration for LO_DrawLumobjs in non-debug builds.
- 12:16 Revision 09d502a1 (github): Updated Windows Inno Setup 5 script:
- * Use /snowberry/graphics/snowberry.ico as the uninstall icon shown in Add/Remove programs.
* Added LICENSE docs to t... - 11:01 Revision 2a8b35ab (github): Changed jHeretic: Speed+Use no longer skips an inventory item. The control binding system can now be used to replicate this functionality if desired. Removed command line option "-artiskip", obsolete.
- Changed jHexen: Speed+Use no longer skips an inventory item. The control binding system now be used to replicate this...
- 10:25 Feature #1406: Record particles and other effects in demos
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Originator: NO
bump - whats happening here ? - 10:18 Feature #1460: Remember the playing music in save game
- Logged In: YES
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Originator: YES
I wasn't sure whether to file this as a feature request or a bug/ove... - 10:12 Feature #1361: Rotation of objects away from walls during map load
- Logged In: YES
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What if we just turned all mobjs away from walls, if they are within a... - 10:10 Bug #364: SIGSEGV - Console "Reset" with Rain generator.
- This issue has since been fixed (1.9.0-beta6.1).
- 10:09 Bug #366: SIGSEGV - Doom2 MAP12 with Rain generator.
- This issue has since been fixed (1.9.0-beta6.1).
- 10:01 Feature #1314: Particle spawn rate affected by mobj visibility
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Originator: NO
bump - whats happening here ? - 09:59 Feature #1484: [MP] Bindings for group chat
- Not a bug. Don't forget that in Hexen, there are eight player colours/teams thats a lot of keys to lose.
Personall... - 09:44 Bug #609: Warp command commonalities
- Fixed in svn for 1.9.0-beta6.2
- 09:42 Revision a459f5b4 (github): Fixed: "Doom Armour Icon on full screen is squashed vertically" (see here http://sourceforge.net/tracker/?func=detail&aid=2762310&group_id=74815&atid=542099).
- Reverted changes to ST_drawHUDSprite which assumed that the engine did not have to resize the HUD sprite textures to ...
- 09:40 Bug #672: HeXen Class menu wrong colours
- I've since asked various users to check this on various different systems but none have reported this problem.
Per... - 09:19 Bug #681: No MIDI or Music Pack playback
- This issue should now be fixed in svn for 1.9.0-beta6.2
- 09:13 Revision 4d078c93 (github): Fixed: Rendering glitch with shiny surfaces that do not specify a mask texture.
- 08:42 Revision 0d2dbe46 (github): Fixed typo.
- 08:28 Revision 30c3bf98 (github): Minor optimization to the message log so as to avoid reallocing where possible every time a message is posted.
- 07:56 Revision afa741e5 (github): Fixed typo in comment.
- 07:55 Revision 682e781d (github): Fixed all games: CCmd "msgrefresh" not working.
- Changed jDoom/jDoom64/jHeretic: Renamed cvar "msg-secret" to "server-game-announce-secret".
- 06:42 Bug #670: Doom Armour Icon on full screen is squashed vertically
- Fixed in svn for 1.9.0-beta6.2
- 06:23 Bug #540: Alt+Tab disables mouse turning
- This appears to be a long standing issue as it is present in a build 1.8.6 I made yesterday. When I replace the Direc...
2009-05-04
- 23:25 Revision 6cf4cd33 (github): Fixed: Rarely, a game message would not be displayed in the player's HUD message log.
- 18:07 Revision ebd6df8d (github): Changed: "msgrefresh" is now an impulse. The ccmd of the same name has been removed.
- 17:40 Bug #680: heretic load savestate crash
- ok i have attached the savestate.
- 17:40 Bug #680: heretic load savestate crash
- heretic savestate
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/2c7677e1/0c89/attachment/heret... - 15:28 Bug #680: heretic load savestate crash
- Under Windows, the jHeretic save game data is written to *.hsg files and stored here (by default):
XP- C:\Program ... - 14:43 Bug #680: heretic load savestate crash
- I beleive I have attached the savestates, if not please tellme where I can find them.
- 17:17 Revision eb7bf76c (github): Fixed: Changes to cvar "player-eyeheight" not effective immediately.
- 16:12 Revision e1470b8f (github): Changed: Use busy mode when doing a GL texture reset.
- 15:42 Revision 1e957a68 (github): Changed the default control bindings for viewsize -/+ to repeaters.
- 13:50 Revision b393aa24 (github): Added: Compatibility option for the Maulotaur floor fire fix, cvar "server-game-maulotaur-fixfloorfire".
- 13:36 Revision 019acab0 (github): Changed: Emulate bug in original Heretic which results in immediate destruction of the Maulotaur's ground fire attack if attempted when the Maulotaur's feet are clipped (it is in a non-solid).
- 10:55 Bug #664: Heretic Maulotaur attack behaviour incorrect
- The floor fire issue has now been resolved in svn for 1.9.0-beta6.2 (emulate original behaviour by default. Added com...
- 09:51 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Both of these issues are due to bugs in the original Heretic which have only now just come to light.
When an attem... - 02:57 Revision a9a55fd2 (github): Removed unnecessary include for m_mus2midi.h from sys_audiod_sdlmixer.c
- 02:56 Revision ee96547f (github): Fixed: Repeated playback of the same music track broken using the CDAudio interface of dsWinMM (e.g., the DOOM title sequence when no demos are played).
- Fixed: If a music interface is not present but CDAudio interface is; playback via CDAudio not possible.
- 02:38 Revision fc66cb4b (github): Updated dsWinMM to support getting the current playback status for both the music and cdaudio interfaces.
- 02:12 Revision e9b088d2 (github): Fixed: Repeated playback of the same music track broken using sdl_mixer (e.g., the DOOM title sequence when no demos are played).
- 00:29 Bug #652: Music volume and balance
- Confirmed. In addition, the music volume control does not work at all under Vista, as we are trying to use the old Wi...
- 00:04 Revision a5cc4c79 (github): Fixed: "Segfault when starting jdoom with music" (see here http://sourceforge.net/tracker/?func=detail&aid=2772636&group_id=74815&atid=542099).
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...
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