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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. danij
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
vermil
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... vermil
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...
vermil
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...
danij

2009-06-21

10:55 Feature #1484: [MP] Bindings for group chat
Converting to RFE (see previous comment). danij

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... xxmiltenxx
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...
xxmiltenxx
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.
cteg
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.
cteg

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... danij
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....
cteg

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... danij

2009-06-14

13:43 Bug #691: on screen text error
Fixed in svn for 1.9.0-beta6.4 danij
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 ... danij
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. skyjake
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...
skyjake
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... danij
12:21 Bug #691: on screen text error
Ok, will do. danij
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 ... skyjake
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... danij
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 ... skyjake
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 ... danij
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? skyjake
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... danij
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... skyjake
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... danij
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... skyjake
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...
danij
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...
skyjake
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... skyjake
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... danij

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). danij
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...
skyjake
08:55 Bug #691: on screen text error
Agreed. That sounds like the best course of action to me. danij
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. ... skyjake

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... leapo

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.... vermil
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... vermil
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 ... vermil
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). mittens
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...
mittens
 

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