Activity
From 2009-06-21 to 2009-07-04
2009-07-04
- 21:52 Bug #616: Map Cheat Resets from Map to Map
- So, is the single player only behavior going to appear in beta 6.4 or 6.5? Or will this all come together in beta 7? ...
2009-07-02
- 23:32 Revision dd431e7a (github): Fixed: "Lift texture does not scroll down / up" (see here http://sourceforge.net/tracker/?func=detail&aid=2646965&group_id=74815&atid=542099).
- 23:05 Revision 0211e580 (github): Fixed jHeretic: "Heretic: Linetype 100" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2800853&group_id=74815&atid=542099).
- 20:32 Bug #631: Lift texture does not scroll down / up
- Fixed in svn for 1.9.0-beta6.4
- 20:03 Bug #706: Heretic: Linetype 100
- Fixed in svn for 1.9.0-beta6.4
- 14:02 Revision a9d9b608 (github): Fixed bug 2815530. Grayscale PNG images were assumed to be paletted images.
- The code tried to access the palette, which was just a NULL pointer.
- 11:02 Bug #724: PNG texture makes jHeretic crashes starting episode 1
- Fixed for 1.9.0-beta6.4. PNG_Load() didn't treat grayscale PNGs correctly -- it assumed they were paletted images ins...
- 10:53 Bug #724: PNG texture makes jHeretic crashes starting episode 1
- Upon first examination it seems that it crashes because PNG_Load() does not have the palette information from the att...
- 01:30 Bug #724: PNG texture makes jHeretic crashes starting episode 1
- The file containing the PNG texture.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f3673c6c/13... - 01:30 Bug #724 (Closed): PNG texture makes jHeretic crashes starting episode 1
- I have a file named 'data.zip' that contains a PNG texture. I load it as the only add-on in Snowberry and start Heret...
- 05:59 Bug #697: Mouse Strafing Extremely Slow
- It is just a fix for beta6.4. Nothing has changed except how the movement of the mouse axes (x/y) is treated for play...
2009-07-01
- 20:26 Bug #616: Map Cheat Resets from Map to Map
- The original behavior is that which will be emulated by default in a single player configuration.
However, this wi... - 20:14 Bug #616: Map Cheat Resets from Map to Map
- Thanks for the info. And when you say special case, do you mean that as an option or just built into the engine?
- 20:08 Bug #616: Map Cheat Resets from Map to Map
- The problem with the original behavior is that it could be exploited in a client server, network play environment, i....
- 19:21 Bug #616: Map Cheat Resets from Map to Map
- Hey, I was wondering, is this going to stay the way it is or will it change to copy Doom.exe behavior?
I also want... - 20:20 Bug #697: Mouse Strafing Extremely Slow
- So is this a new feature that we'll see in beta6.4 or just an overall fix? I forgot to mention that this didn't just ...
- 16:41 Revision 8a6efeca (github): Fixed dpDehRead: "Compatible Dehacked file not loading" (see here http://sourceforge.net/tracker/?func=detail&aid=2802979&group_id=74815&atid=542099).
- Fixed dpDehRead: If multiple Text definitions with the same id are found (i.e., "patched" by a later definition), pat...
- 13:43 Bug #716: Compatible Dehacked file not loading
- Fixed in svn for 1.9.0-beta6.4
2009-06-30
- 14:11 Revision 752bcb42 (github): Increment version number for Beta6.4.
- 10:45 Revision 04570199 (github): Increment version numbers for Beta6.4.
2009-06-29
2009-06-28
- 14:54 Revision 8b235062 (github): Fixed bug 2799274. Used the same offset sensitivity factor for strafing
- that is used for looking around.
- 14:48 Revision 8ded4850 (github): Fixed a problem with the map being invisible in windowed mode.
- The code doesn't do what I assumed.
- 12:14 Revision 742b6f6f (github): Fixed bug 2807551. Hexen savegames were written using lowercase filenames, but read with a capital first letter. Since *nix filenames are case sensitive, the savegames were not found.
- 11:58 Revision 4cc723c8 (github): Fixed the indexing of filename_t past its end in DD_SetConfigFile.
- Also, fixed dangerous misplaced parentheses in the same function.
Danij: I am officially worried about the usage of ... - 11:55 Bug #697: Mouse Strafing Extremely Slow
- Fixed for 1.9.0-beta6.4 using a constant sensitivity factor for relative strafing/forward movement.
- 09:16 Bug #720: HEXEN 32BIT Savegames not stored in linux
- It was a matter of file name lowercase/uppercase mixup. They were written in lower case, but read with a capital firs...
2009-06-27
- 20:00 Revision ae22a1f0 (github): Changed: Map Info definition, map name field can now specify a Text definition id to be used as the map name. If no Text definition id by the given name is found, the name will be used as-is.
- \todo when implementing DED reader 2.0 perhaps we could rethink how text definitions are handled so that substitution...
2009-06-26
2009-06-25
- 19:15 Revision 9d0a47c7 (github): Merged new-order-phase1 back to the trunk.
- 07:13 Bug #697: Mouse Strafing Extremely Slow
- This issue is caused by the (relatively) new input device code that handles device axes. The core of the issue is tha...
2009-06-24
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...
2009-06-22
2009-06-21
- 20:25 Revision fac87b66 (github): Fixed (all games): Mobj types from game modes where they should not be present could be spawned dynamically once the map had started (for example, attempting to spawn an Archvile while playing Ultimate DOOM via XG or the ccmd "spawnmobj").
- 14:31 Revision ea4de6f7 (github): Continued working towards a common, game-side mobj spawn supersystem.
- * Ambient sound (sequence) origins and Heretic's boss and mace spots generated in P_LoadMapObjs.
* jDoom/jDoom64: the... - 13:28 Revision 48392d00 (github): Changed: Enhanced ccmd "spawnmobj"; when specifying the z coordinate use the keyword "random" to indicate that a random value between the floor and ceiling heights (minus height of the mobj being spawned) at the specified x/y location should be chosen.
- 10:55 Feature #1484: [MP] Bindings for group chat
- Converting to RFE (see previous comment).
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