Activity
From 2009-05-23 to 2009-06-05
2009-06-05
- 22:30 Revision 7affb534 (github): Fixed (jHexen): "HeXen: Melee weapons not drawing blood" (see here http://sourceforge.net/tracker/?func=detail&aid=2801021&group_id=74815&atid=542099).
- 21:56 Revision 4ccad05b (github): Fixed (jHexen): HeXen: Telefog has no Z offset (see here http://sourceforge.net/tracker/?func=detail&aid=2801002&group_id=74815&atid=542099).
- 21:45 Revision f0c15d86 (github): Fixed (jHeretic): "Heretic: No teleporter sparkles" (see here http://sourceforge.net/tracker/?func=detail&aid=2800843&group_id=74815&atid=542099).
- 19:58 Revision a8142260 (github): Fixed (All games): "Load menu skull cursor initial position" (see here http://sourceforge.net/tracker/?func=detail&aid=2801229&group_id=74815&atid=542099).
- 19:18 Revision a94fb65a (github): Fixed (jHeretic): "Heretic: Incorrect menu and door sounds" (see here http://sourceforge.net/tracker/?func=detail&aid=2800844&group_id=74815&atid=542099).
- 19:16 Revision 1d60402b (github): Fixed (jHeretic): "Heretic: Incorrect menu and door sounds" (see here http://sourceforge.net/tracker/?func=detail&aid=2800844&group_id=74815&atid=542099).
- 17:53 Revision 3710357a (github): Fixed (jHexen): "HeXen: Centaur two shields" (see here http://sourceforge.net/tracker/?func=detail&aid=2800847&group_id=74815&atid=542099).
- 16:54 Revision 30105d8c (github): Various menu enhancements/fixes:
- * Fixed jHexen: "HeXen: Incorrect Menu sounds" (see here http://sourceforge.net/tracker/?func=detail&aid=2801269&grou...
- 14:57 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- If you are referring to the position of the menu cursor then yes, it is overlapping the save/load file box. This will...
- 12:16 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- They are centered horizontally, to the middle of the screen.
- 03:47 Revision 100e7405 (github): Fixed: "HeXen: Cleric Poison clouds move" (see here http://sourceforge.net/tracker/?func=detail&aid=2800845&group_id=74815&atid=542099).
- 03:41 Revision 4d6c65bd (github): Fixed jHexen: Quicksave confirmation disabled by default (should be enabled) (see here http://sourceforge.net/tracker/?func=detail&aid=2801027&group_id=74815&atid=542099).
- 03:35 Revision 8b76d4d4 (github): Fixed: "Bad guys slow to wake up" (see here http://sourceforge.net/tracker/?func=detail&aid=2801233&group_id=74815&atid=542099).
- 02:47 Revision 1a6db4b9 (github): Big ol' character array clean up.
- * Fixed: Removed countless character array size assumptions and revised our public API to suite.
* Fixed: Numerous fi... - 02:02 Revision 4f85aa4d (github): Fixed: Heap corruption due to a (single byte) buffer overflow in the console history buffer. Minor optimization tweaks resulting in slightly more efficient writes. Clean up.
2009-06-04
- 21:43 Bug #715 (Closed): HeXen: Corrupted save games
- In Beta6.3, saving a game on the Guardian of Ice while either of the ice moving scripts in the Steel Key area are act...
- 17:41 Bug #714 (Closed): HeXen: Incorrect Menu sounds
- In HeXen in Beta6.3, all the menu sounds are incorrect, though many are simply the wrong way around rather than compl...
- 16:42 Revision ecdf7e38 (github): Fixed jHeretic: Attempting to cache non-existent ammo icon patches due to a wayward for{} construct.
- 16:19 Bug #713 (Closed): Bad guys slow to wake up
- In Beta6.3 a fix was made to the bad guy sight code to stop the very fair occurrence of one activating when it couldn...
- 16:10 Bug #712 (Closed): Load menu skull cursor initial position
- If you haven't ever saved a game and open the load menu, the skull cursor is placed below the bottom save slot instea...
- 14:03 Bug #711 (Closed): Heretic: Intermission counter offsets
- The slashes on the intermission screen need to be shifted about 10 unit's leftward to avoid overlapping the numbers t...
- 11:09 Bug #710 (Closed): [Heretic/Hexen] Savegame menu boxes offset too far left
- Nuff said.
*Labels:* Graphics - 11:04 Bug #709 (Closed): HeXen: No quick save confirmation
- In Beta6.3 HeXen doesn't have a confirmation when the original game and earlier versions of Dday do.
*Labels:* jHexen - 10:52 Bug #708 (Closed): HeXen: Melee weapons not drawing blood
- In Beta6.3, no melee HeXen weapon occasionally draws blood when you land a successful hit.
In the original game, y... - 10:31 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Following on from this. Since the destruction of the Maulotaurs floor fire became done by code rather than by an inte...
- 10:22 Bug #707 (Closed): HeXen: Telefog has no Z offset
- The telefog in Hexen appears on the floor when it should have a vertical offset of about 32 unit's.
*Labels:* jHexen - 02:43 Bug #706 (Closed): Heretic: Linetype 100
- It seems that using Linetype 100 which is a walk over trigger that opens tagged sectors like a turbo door and then cl...
- 02:29 Bug #705 (Closed): Heretic/HeXen: Minor inventory glitches
- Emptying your supply of any item in HeXen leaves a blank spot in the left most panel in your inventory when you next ...
- 02:22 Bug #704 (Closed): HeXen: Centaur two shields
- Gibbed Centaur currently spawn two shields instead of a sword and shield. Probably just a typo.
*Labels:* jHexen - 02:21 Bug #703 (Closed): HeXen: Maulotaur charge attack
- When a Maulotaur finishes it's charge attack in HeXen it re-fades in sans smoke cloud, as if it has just been summone...
- 02:19 Bug #702 (Closed): HeXen: Cleric Poison clouds move
- Cleric Poison clouds move eastward at a fairly fast speed when they are spawned. They should remain completely statio...
- 02:17 Bug #701 (Closed): Heretic: Incorrect menu and door sounds
- Heretic's menu's should be playing "dorcls" when you select something or close the main menu. Currently they play "ch...
- 02:13 Bug #700 (Closed): Heretic: No teleporter sparkles
- The summary says all. The red or blue sparkles mobjs that are placed on every teleporter don't seem to be working.
2009-06-03
- 23:39 Revision 58f25fca (github): Changed: Allow any material on any world surface when loading DOOM/Hexen format maps.
- 23:36 Revision 10b20eff (github): Clean up.
- 23:34 Revision 1c7ea50f (github): Fixed: SIGSEGV when attempting to create states from incomplete definitions or which reference unknown sprite frames.
- 23:30 Revision 55627471 (github): Fixed: Server-side buffer overflow when trying to transmit a "huge" InFine script to clients.
- Improved: Added some rudimentary mod authoring, debug aids to InFine scripts. If a referenced graphic is missing, it ...
2009-06-02
- 21:41 Bug #699 (Closed): Call it noclip without cheat
- if you want to know what i mean, watch my youtube video
http://www.youtube.com/watch?v=BToXYsQpsVw
it's annoyin...
2009-06-01
- 19:24 Bug #698 (Closed): 1.9.0-beta6.3 - Segmentation Violation
- After loading Doomsday 1.9.0-beta6.3, received a "Segmentation Violation" error when trying to load saved games from ...
- 19:24 Bug #698: 1.9.0-beta6.3 - Segmentation Violation
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f5115fa3/e42e/attachment/Doomsday.jpg
- 13:22 Revision a48540ab (github): Fixed: The view border sometimes visible when the when not in a map.
- 13:07 Revision fa616eb7 (github): Fixed: Missing stats from the jHeretic intermission.
- 11:13 Revision cdfd5761 (github): Fixed: Serious issue which would lead to a fatal error when trying to load a map in jHeretic.
- Looks like we need to re-release 1.9.0-beta6.3 and then give some serious thought to changing our development practic...
- 02:48 Bug #697 (Closed): Mouse Strafing Extremely Slow
- Don't know how long this has been around, but I just noticed it now. In Doom, holding down the right mouse button and...
2009-05-31
- 22:41 Revision 67c51c22 (github): Updated Snowberry's build.bat with the correct default path to python26 and to include msvcp90 rather than msvcp71
- 22:14 Revision 3629fa7c (github): Bump version numbers of all plugins.
- 21:33 Revision 470391b6 (github): Version number upgrades.
- 18:36 Revision bd530bad (github): Changed: Rather than draw an untextured quad if a texture for a given particle cannot be found, use the default "zeroth" texture instead.
- Began reworking the particle texture management in preparation for wrapping them with gltexture and to removed the fi...
- 18:27 Revision ef664586 (github): Fixed: Subtle render list/ GL state issue which led to shiny surfaces not being drawn with their corresponding mask texture.
- \todo: We seem to be changing GL state far more frequently than necessary when lots of shiny surfaces are visible. I ...
- 18:18 Revision 55c71b86 (github): Changed: Ensure shiny textures are uploaded with texture compression disabled (banding is very noticeable).
- 18:16 Revision baa3c647 (github): Only pass RL_AddPoly texture coordinates that it needs for a given primitive.
- 17:12 Feature #1494: InFine script for "MapTitle" display
- While I'm talking about this. The ability for the map/auto map titles and author line to support infine like features...
- 16:43 Feature #1494 (Rejected): InFine script for "MapTitle" display
- As the title suggests.
I would like to say have my map's name displayed on the auto map, but not when I start my m... - 16:47 Feature #1492: Ability for end level xg class to skip the intermission
- Given the new flag added to MapInfo, I'm going to close this RFE as we don't really want the end level class deciding...
- 14:38 Bug #651: The texture compression option does not work
- In debugging this report I noticed that regardless of whether I asked for compressed or uncompressed textures I was s...
- 13:00 Revision 38cf331c (github): Fixed various compilation issues thrown when compiling with SUN Studio. Thanks yagisan.
- 10:44 Bug #696: [jHeretic] Clip through a wall if an object is near.
- That bug is also present in Heretic, tested it in E1M1 at those "yellow-key-pillars" in the starting room.
- 10:40 Bug #696 (Closed): [jHeretic] Clip through a wall if an object is near.
- If an object is standing near a wall and a part is outside of a wall (mostly torches, for example those in Winnowing ...
- 04:05 Revision 1aeaf9c7 (github): Fixed a comment.
- 03:57 Revision 0ee28c27 (github): Fixed: "Monsters become active at start of some maps" (see here http://sourceforge.net/tracker/?func=detail&aid=2655883&group_id=74815&atid=542099).
- Optimize: Adapted Killough's method for LOS checks. Original implementation sourced from Eternity but then heavily re...
- 01:11 Revision 3192b7bb (github): Clean up. Removed some redundancy.
- 00:57 Bug #638: Monsters become active at start of some maps
- Fixed in svn for 1.9.0-beta6.3
2009-05-30
- 20:29 Revision 26d14218 (github): Began work on addressing issues with the various LOS algorithms currently in use.
- * Moved P_CheckSight and all REJECT handling game-side. P_CheckSight now wraps the engine-side P_CheckLineSight.
* Re... - 20:09 Revision 9eae51b5 (github): Clean up.
- 14:21 Bug #638: Monsters become active at start of some maps
- Further investigation shows that cause of this problem is that P_SightPathTraverse is not actually getting a chance t...
- 12:43 Revision 387307ab (github): Fixed: "jHexen: Door sounds mixed up" (see here http://sourceforge.net/tracker/?func=detail&aid=2638815&group_id=74815&atid=542099).
- 09:43 Bug #612: jHexen: Door sounds mixed up
- Fixed in svn for 1.9.0-beta6.3
2009-05-29
- 19:51 Revision 843a56b9 (github): Fixed: "Map cheat behaviour change" (see here http://sourceforge.net/tracker/?func=detail&aid=2788317&group_id=74815&atid=542099).
- 16:52 Bug #685: Map cheat behaviour change
- Fixed in svn for 1.9.0-beta6.3
- 14:51 Revision bcb31224 (github): Fixed (jHexen): Puzzle pieces not placeable.
- 13:58 Revision 57c086da (github): Use the correct font patch lump names for Heretic/Hexen.
- 13:10 Revision 5a7d8dde (github): Added missing font character patch lumps to jHexen.
- 13:05 Revision 54b6927b (github): Added missing font character patch lumps to jHeretic.
- 11:55 Bug #688: Hexen: Stuck while entering a portal in Seven Portals
- Fixed in svn for 1.9.0-beta6.3
- 11:53 Bug #694: Hexen: multiple issues
- All of these issues have now been fixed in svn for 1.9.0-beta6.3
- 00:04 Bug #694: Hexen: multiple issues
- I think I've found the problem that you are referring to by "Portals don't work". Fixed in svn for 1.9.0-beta6.3
- 10:13 Bug #695: auto lowering of flying mobjs not checking the way is clear
- This is a known issue and has previously been reported (see http://sourceforge.net/tracker/?func=detail&aid=1509661&g...
- 10:00 Bug #695 (Closed): auto lowering of flying mobjs not checking the way is clear
- In the Doom engine games a flying foe is automatically lowered to the player’s camera as they approach.
In Beta6.2... - 09:08 Revision de45ea0f (github): Updated InFine with respect to the font patch changes (no need to force strings to upper case or guess the width of the space character).
- 08:59 Revision 750ca102 (github): Changed (all games): Use the standard ASCII codepage for fonts, remapping the existing character patches at start up.
- Fixed (all games): Drawing of the game font in the console incorrect.
Todo: Create character patches missing in jHer... - 03:04 Revision c1da8bfd (github): Fixed (jHexen): Portals don't work - they have been turned into black holes that you cannot escape.
- Fixed (jHexen): Inventory items not loaded from saved games.
2009-05-28
- 19:53 Bug #694: Hexen: multiple issues
- Loading of the player inventory from save games is now fixed in svn for 1.9.0-beta6.3.
>> Cannot move beyond the e... - 16:23 Bug #694 (Closed): Hexen: multiple issues
- Here is a summary of the issues I have found in Hexen using Doomsday 1.9.0-beta 6.2 (some of these errors have alread...
2009-05-27
- 09:08 Revision 37e4765b (github): Continued work on cleaning up the texture manager. External flare textures are now managed via the gltexture interface.
- 02:46 Revision 5f5a3c96 (github): Shut up static analysis warning about a potential address return of a stack memory address in GLTexture_Prepare (not actually possible).
- 01:54 Revision a0361063 (github): Fixed: Flags in a Sky definition ignored.
- Also, cleaned up DED_ReadData a bit.
- 01:21 Revision a18040ec (github): Fixed jDoom: "Post map infine broken and intermission not working above 32" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2789964&group_id=74815&atid=542099).
- 01:18 Revision bd4a1894 (github): Fixed (jdoom/jheretic): Use of uninitialized variable when loading an original game save file.
- 01:14 Revision 23bae842 (github): Fixed (dpdehread): SIGSEGV when attempting to set a map par time, if the search-by-map-name returns empty handed. Thanks yagisan.
- 01:11 Revision e23fbff2 (github): Shut up static analysis warning about a potential use of an uninitialized variable in drawSegsOfPolyobject (not actually possible).
- 01:10 Revision 4c4ffab7 (github): Fixed potential use of an uninitialized variable in XS_GetPlane.
- 01:08 Revision baf6c064 (github): Fixed potential use of an uninitialized variable in jHexen's P_ArchiveSounds and P_UnArchiveSounds.
- 01:05 Revision bbdf7972 (github): Fixed potential use of an uninitialized variable in the SDL window manager.
- 01:03 Revision ed328198 (github): Shut up static analysis warning about a potential NULL dereference in P_TraverseIntercepts (not actually possible).
- 01:00 Revision f44bcaf5 (github): Fixed: Remote vulnerability in Cl_ReadSoundDelta2 due to malformed packets. Thanks yagisan.
- 00:54 Revision 098ccdcf (github): Shut up static analysis warning about a potential NULL dereference (not actually possible).
2009-05-26
- 22:20 Bug #689: Post map infine broken and intermission not working above 32
- Both issues have now been fixed in svn for 1.9.0-beta6.3
- 21:52 Bug #693: Keybord and mouse controlls delayed
- Maybe maybe not. First of all I don't have ANY un-necessary process running.
alg.exe
avgtray.exe
mDNSResponder.exe... - 21:32 Bug #693: Keybord and mouse controlls delayed
- This sounds like this common issue (not a bug in Doomsday):
http://forums.newdoom.com/showthread.php?t=36343 - 19:01 Bug #693 (Closed): Keybord and mouse controlls delayed
- Once game has started (jheretic or jhexen) the controls are delayed. Video is at 100+ fps so I don't think it is vid...
- 11:22 Revision fba2a818 (github): Make use of the gltexture_t interface with lightmaps.
- 08:55 Revision e2489e73 (github): When taking a copy of the file extension in findResource don't force it lowercase (unnecessary).
- 08:55 Bug #692 (Closed): A_SkelMissile not taking vertical offset into account
- Missiles fired by A_SkelMissile, both normal and homing, are being aimed and tracking (respectively) as though they a...
- 08:53 Revision 0cb46688 (github): Further enhanced the resource locator; can now append an optional suffix to the file path being searched for if said path already specifies a file extension.
- 08:04 Revision 088790eb (github): Fixed a couple of typos in the previous commit.
- 07:23 Revision 1cc92182 (github): Fixed: "External resource loader - File names with extensions" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2536942&group_id=74815&atid=542099).
- Also in this commit:
* Merged model search path handling into the resource locator.
* A filehash is now built for eac... - 06:31 Revision 503c32c3 (github): Fixed: Surface decorations on twosided sidedef upper/lower sections sometimes visible when they should not be.
- 03:43 Bug #598: External resource loader - File names with extensions
- Fixed in svn for 1.9.0-beta6.3
2009-05-25
- 19:28 Bug #688: Hexen: Stuck while entering a portal in Seven Portals
- _(originally posted by anonymous SF.net user)_
Following procedure described by hexenfan, I was able to reproduce th... - 00:37 Revision 22310358 (github): Continued work on cleaning up the texture manager.
2009-05-24
- 17:29 Revision c2702b8d (github): Continued work on cleaning up the texture manager.
- 16:07 Revision 1a20d5d1 (github): Continued work on cleaning up the texture manager.
- 11:11 Revision d0f3a080 (github): Continued work on cleaning up the texture manager.
- 03:02 Revision e2eb8fc3 (github): Continued work on cleaning up the texture manager.
- 02:57 Revision d231e1b0 (github): White space tweaks to doomsday.def
- 02:52 Revision ac1ebdbe (github): Fixed: "jDRP: Weapons point too far to the left" (the FOV shift was being applied to yaw rather than pitch) (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2220859&group_id=74815&atid=542099).
2009-05-23
- 23:51 Bug #560: jDRP: Weapons point too far to the left
- Fixed in svn for 1.9.0-beta6.3
- 12:35 Revision 7eb7009f (github): Make use of the gltexture_t interface with model skins and model shiny skins.
- Todo: GL_PrepareGLTexture is becoming quite a mess, have a clean up once all texture types are managed via the gltext...
- 08:30 Revision 4b009136 (github): Fixed const/non-const compilation warning in R_ExpandSkinName.
- 08:15 Revision de9fe881 (github): Fixed: SIGSEGV when attempting to prepare a model from a definition which uses the autoscale feature and the sprite it references can not be found.
- 04:31 Revision 1e7b0ae9 (github): Fixed: "Infine events command not working" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2654365&group_id=74815&atid=542099).
- 03:36 Revision 46920ceb (github): Fixed: When playing an "After" InFine script (played on map exit) that does not cycle forever, the game would be stuck in an cycle, continuously playing the script over.
- 01:27 Bug #634: Infine events command not working
- It took me a while to figure out this problem as you did not provide the InFine script you were having problems with....
- 00:39 Bug #689: Post map infine broken and intermission not working above 32
- The continous cycle of "After" InFine scripts has been fixed in svn for 1.9.0-beta6.3
I'm looking into the other i... - 00:14 Bug #691: on screen text error
- Seems to work fine on my setup with both 1.9.0-beta6.2 and the 1.9.0-beta6 branch.
I haven't tested the trunk as t...
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