Activity
From 2009-06-10 to 2009-06-23
2009-06-23
- 21:02 Bug #722: Map crash when you reload after death
- This problem has since been fixed in the beta6 branch and will be included in the next release.
- 20:29 Bug #722: Map crash when you reload after death
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b4a5a769/40d8/attachment/doomsday.out
- 20:27 Bug #722: Map crash when you reload after death
- I've attached a verbose out file showing where it crashes. It always crashes at this point during reloading if you di...
- 15:47 Bug #722 (Closed): Map crash when you reload after death
- As requested by DaniJ. This map seems to crash Beta6.3 if you die and try to reload.
The map is too big to post as... - 20:10 Bug #723 (Closed): "rend-info-tris" broken
- "rend-info-tris" appears to be broken in that the values output to the console are always zero.
*Labels:* OpenGL R...
2009-06-21
- 10:55 Feature #1484: [MP] Bindings for group chat
- Converting to RFE (see previous comment).
2009-06-18
- 21:54 Bug #721 (Closed): Paused game while opened menu bug
- If the player is standing on a floor with a height of -40 and you press Escape to get into the menu the game won't pa...
- 21:54 Bug #721: Paused game while opened menu bug
- Doomsday out of Heretic and Doom
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c4e1a73e/3e23/a... - 08:45 Bug #720: HEXEN 32BIT Savegames not stored in linux
- did'nt read your first comment.
This is definitely a 32bit build, with the
described problem. - 06:42 Bug #720: HEXEN 32BIT Savegames not stored in linux
- dont know who and why someone changed the "hexen" tag to "64bit"?
its 32bit.
2009-06-17
- 12:14 Bug #720: HEXEN 32BIT Savegames not stored in linux
- This problem is looking likely to be limited to 64bit builds (not currently supported). In order to progress with thi...
- 07:19 Bug #720 (Closed): HEXEN 32BIT Savegames not stored in linux
- seems like the game is "doing" something but no savegames are stored.
and the offset of the selector arrow is wrong....
2009-06-16
- 00:23 Bug #693: Keybord and mouse controlls delayed
- Newer versions of Doomsday simply "play nicer" with the underlying operating system and by that I mean; Doomsday will...
2009-06-14
- 13:43 Bug #691: on screen text error
- Fixed in svn for 1.9.0-beta6.4
- 13:04 Bug #691: on screen text error
- > I have one comment about your commit... ...Since vsnprintf() returns the number of characters without the null, if ...
- 13:02 Bug #691: on screen text error
- Oh, and you should be able to see the HUD log message last character truncation problem now on Windows as well.
- 13:00 Bug #691: on screen text error
- An exported public implementation of dd_vsprintf() sounds fine.
I have one comment about your commit:
#ifdef WI... - 12:51 Bug #691: on screen text error
- There is one final decision to make regarding these; do we want an engine-side, exported, public implementation of dd...
- 12:21 Bug #691: on screen text error
- Ok, will do.
- 12:16 Bug #691: on screen text error
- I think we should go the dd_vsnprintf() route because otherwise the return value thing is a bit ugly and error prone ...
- 12:14 Bug #691: on screen text error
- I think that is going to be our best option. Either that or sort out our headers...
- 12:12 Bug #691: on screen text error
- Well, one option is to make it something like dd_vsnprintf() and use find/replace on all the instances of where it's ...
- 12:08 Bug #691: on screen text error
- That is what I've been trying to do but I'm hitting a brick wall because of the way our headers are setup (there are ...
- 12:04 Bug #691: on screen text error
- How about that earlier suggestion about naming it win32_vsnprintf() and using a #define from vsnprintf to that?
- 11:51 Bug #691: on screen text error
- That sounds OK to me though we will naturally have to ensure we don't use the return value or where we do, we account...
- 11:13 Bug #691: on screen text error
- On the bright side, I don't think the return value is used anywhere in the engine. It is vastly more important that t...
- 11:05 Bug #691: on screen text error
- Clearly I need another coffee. On re-reading the definitions again, yes I agree that the Windows varient is indeed be...
- 10:51 Bug #691: on screen text error
- I disagree. The difference is that the Windows version will return -1 if truncation occurs. The C99 returns -1 only i...
- 10:46 Bug #691: on screen text error
- Here is the definition for vsnprintf from MSDN:
"vsnprintf, _vsnprintf, and _vsnwprintf return the number of chara... - 10:42 Bug #691: on screen text error
- Here's the definition from the C99 (draft) for vsnprintf(): [n is the size of the output buffer]
"The vsnprintf fu... - 10:34 Bug #691: on screen text error
- Well, from that man page I interpret that the C99 standard defines the behavior like that: the return value is the nu...
- 10:19 Bug #691: on screen text error
- Looking at the function header comments you've added for snprintf and vsnprintf in dd_share.h I would like to clarify...
2009-06-13
- 21:37 Bug #691: on screen text error
- Yeah I can finish this (I expect I'll be commiting tomorrow as I don't feel much like coding right now).
- 10:18 Bug #691: on screen text error
- I committed the functions in rev 6668. Danij, I trust you can finish the implementation on Windows?
However, if vs... - 08:55 Bug #691: on screen text error
- Agreed. That sounds like the best course of action to me.
- 08:39 Bug #691: on screen text error
- The problem seems to be that the (nonstandard) snprintf() function is defined a bit differently in Windows and Unix. ...
2009-06-11
- 06:09 Bug #719 (Closed): Windowed resolutions wider than primary monitor do not work
- If Doomsday is launched in windowed mode with a resolution larger than that of the primary monitor, the window shrink...
2009-06-10
- 12:04 Bug #718 (Closed): Heretic: Chicken auto movement
- When the player is turned into a chicken, Dday seems to lack the random movement that occurs when you are stationary....
- 10:14 Bug #717 (Closed): Heretic/HeXen: MF_Ripper Blood
- In the original Heretic and HeXen (i.e powered the up Dragon Claw or Mages wand) individual blood splats caused by mi...
- 09:23 Bug #491: Tiny blood splat editing bug
- I'll also throw in that the Doom players punch and chainsaw actions are similarly affected by this behaviour, except ...
- 00:11 Bug #674: Segmentation violation: semi-transparent wall texture (bars)
- I'm sorry to say this problem persists in version 1.9.0-beta6.3 Jun 8 2009 (DGL).
- 00:10 Bug #674: Segmentation violation: semi-transparent wall texture (bars)
- Output from version 1.9.0-beta6.3 Jun 8 2009 (DGL).
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/th...
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