Activity
From 2009-08-31 to 2009-09-13
2009-09-10
- 15:33 Bug #765: [Hexen] Korax teleport order
- Fixed for 1.9.0-beta6.8
- 14:21 Bug #776 (Closed): HeXen: Unused Wings of Wrath not taken between hubs
- In Beta6.6, you are correctly stripped of an active Wing's of Wrath pickup between hubs. However any unused Wing's of...
- 13:40 Bug #775 (Closed): HeXen: Dormant foes waking up after loading saved game
- In Beta6.6, If the player loads a save game, any "dormant" foes on the map will wake up like normal foes instead of r...
- 09:46 Bug #774 (Closed): General: Mobjs overlapping more than one sector
- In Beta6.6 on the Dragon Chapel in HeXen, the candles above the slime pool at the back of the main hall fall to the f...
2009-09-09
- 22:25 Bug #773: Hexen Not loading Map
- Works fine for me. Can you run Doomsday with the highest level of verbose log messaging output and then attach your d...
- 22:25 Bug #773 (Closed): Hexen Not loading Map
- System:
dell Inspiron 2200 1.5 Ghz 1.24 Gb RAM. Integrated video.
To reproduce just try to play Hexen using Hexen... - 18:00 Bug #764: HeXen: End game trigger doesn't work
- Fixed for 1.9.0-beta6.8
- 09:44 Bug #764 (Closed): HeXen: End game trigger doesn't work
- I think the summary says it all. The exit portals in both HeXen and HeXen DK are infunctional in Beta6.6.
*Labels:... - 17:58 Bug #772 (Closed): HeXen: Poly object clipping
- In Beta6.6, it is possible to clip inside moving poly objects under certain circumstances. The player then becomes st...
- 17:53 Bug #765: [Hexen] Korax teleport order
- Aplogies, I got 2nd left and 2nd right the wrong way round in my original comment.
It's actually 2nd Right, 2nd Le... - 17:26 Bug #765: [Hexen] Korax teleport order
- Perhaps it has been around for a while and simply not noticed.
D'sparil from Heretic teleports randomly.
Howeve... - 09:48 Bug #765 (Closed): [Hexen] Korax teleport order
- In Beta6.6, the first time Korax teleports, he teleports to the wrong location.
In Beta6.6 his cycle is 2nd Middle... - 17:51 Bug #771 (Closed): HeXen: Destroying pot's
- In Beta 6.6, pot's don't make their shattering sound when they are destroyed or spawn their broken pieces.
*Labels... - 17:23 Bug #766: [Hexen] Unknown thing warnings
- Fixed for 1.9.0-beta6.8
- 09:50 Bug #766 (Closed): [Hexen] Unknown thing warnings
- On certain maps of HeXen in Beta6.6 (i.e Map08: Darkmere and Map31: Dark Crucible) unknown thing errors for things 30...
- 10:20 Bug #770: HeXen: Herisarch's mana cubes
- I've done some investigation into this problem and it appears this is merely a symptom of larger problem which as yet...
- 10:19 Bug #770 (Closed): HeXen: Herisarch's mana cubes
- In Beta6.6, the Heresiarch’s mana cubes randomly disappear and re-appear, either individually or all at once.
Apol... - 10:16 Revision 6d0044bc (github): Fixed material_env_class_t lookup in Material_GetEnvClass(). Most likely the cause of the environmental audio effects not working in dsdsound, need to double check.
- 10:05 Bug #769 (Closed): Warping from map with hub exit to another hub plays anim
- In HeXen, using Beta6.6, if you use the map cheat on a map which features post map text, to warp to a higher map, sai...
- 09:56 Bug #768 (Closed): [Hexen] Death Wyvern movement broken
- As the summary suggests. In Beta6.6, the Wyvern seems to mysteriously lose/gain height.
As in he should remain at ... - 09:54 Bug #767 (Closed): HeXen: mobj_t* converted to int! Not 64-bit compatible
- It is my understanding that Dday is currently not fully 64bit compatible.
But whenever a Cleric player in HeXen fi...
2009-09-08
- 19:44 Bug #761: Switch doesn't open up before Caves of Circe
- The area in question is: Shadow Wood (setmap 7) near x:642 y:683
There is a sand coloured stair case in one corner... - 16:50 Revision f6020468 (github): Fixed: Back segs of one-sided window tricks never intercept LOS rays.
- 11:50 Bug #763 (Closed): Segmenation Violation in Guardian of Fire (MAP04)
- I get a Segmentation violation in Hexen MAP04 (Guardian of Fire) after crossing a certain line, after you entered the...
- 11:50 Bug #763: Segmenation Violation in Guardian of Fire (MAP04)
- This is caused by a problem in the node builder. In current release versions, the node builder will produce a degener...
- 07:21 Bug #763: Segmenation Violation in Guardian of Fire (MAP04)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/2805f79e/44cd/attachment/doomsday.out
- 07:24 Bug #760: 1.9.0-beta-6.6 Heretic Segmentation Violation
- Heretic E5M2 Save Game File
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/9e631a54/ab10/attach... - 02:20 Bug #698: 1.9.0-beta6.3 - Segmentation Violation
- _(originally posted by anonymous SF.net user)_
This Tracker item was closed automatically by the system. It was
prev... - 01:40 Bug #762: Swamp Key panel doesn't light up after hitting switch
- According to the Hexen walkthrough; this is the correct behaviour.
2009-09-07
- 21:11 Bug #762 (Closed): Swamp Key panel doesn't light up after hitting switch
- Well, I just finished hitting all the switches on Shadow Wood, and to my surprise, the first panel on the left, the g...
- 00:21 Bug #761 (Closed): Switch doesn't open up before Caves of Circe
- So, I was doing my mage playthrough which I started after getting my fighter one corrupted, and when I got to that bi...
2009-09-06
- 21:25 Bug #760 (Closed): 1.9.0-beta-6.6 Heretic Segmentation Violation
- I've been playing with a few jHeretic saved games without any problems for a while now using Doomsday 1.9.0-beta-6.5....
- 21:25 Bug #760: 1.9.0-beta-6.6 Heretic Segmentation Violation
- Please attach one of your problem save files to this report so that we can debug.
2009-09-05
- 20:10 Revision dbcb973d (github): Added user.name config variable (on clientside).
- 17:34 Revision 236bf054 (github): FOR_EACH and FOR_EACH_REVERSE macros for convenience.
- 15:30 Revision 5c79410b (github): The map is again loaded and the game begins on clientside, but objects
- and thinkers are still missing.
jHeretic and jHexen still need updating. - 11:48 Revision 84fb9109 (github): Code style change: use of underscore in private members.
- Rationale: Previously the underscore was suffixed to private member names.
This results in ugly code such as:
memb...
2009-09-04
- 14:52 Bug #759 (Closed): Dynamic lights on unpegged walls
- In beta6.6, if a texture used on the side(s) of a lowering/raising platform features dynamic light(s), whether the li...
- 14:52 Bug #759: Dynamic lights on unpegged walls
- Fixed for 1.9.0-beta6.9
- 03:46 Bug #759: Dynamic lights on unpegged walls
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/659e4eca/2c0d/attachment/Test.wad
- 09:27 Revision 54d120de (github): Fixed jHeretic/jHexen: "Heretic/HeXen: Minor inventory glitches" (see here http://sourceforge.net/tracker/?func=detail&aid=2800850&group_id=74815&atid=542099).
- 07:32 Revision 7aca0389 (github): * Fixed: "Erratic Ultimate Doom Exit Behavior" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2850396&group_id=74815&atid=542099).
- 06:38 Revision 40dba242 (github): Removed arbitrary unnecessary comment.
- 06:28 Bug #705: Heretic/HeXen: Minor inventory glitches
- The remaining alignment issues have been fixed for 1.9.0-beta6.7
- 06:25 Revision de13de91 (github): Fixed: "Erratic Ultimate Doom Exit Behavior" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2850396&group_id=74815&atid=542099).
- 04:44 Bug #667: HeXenDK Abattoir clipping bug
- This issue should now be fixed as of 1.9.0-beta6.6 but if not, reopen this tracker item and we'll investigate further.
- 00:29 Revision d41ef3e9 (github): Fixed: Scrolling plane textures not working jHeretic.
- I can't explain how the lack of this feature could have gone unnoticed. Looking back through our source history it wo...
2009-09-03
- 22:04 Bug #758 (Closed): Erratic Ultimate Doom Exit Behavior
- I was running through a few levels in Ultimate Doom, and I have gotten strange/inconsistent behavior when exiting.
... - 10:39 Bug #758: Erratic Ultimate Doom Exit Behavior
- The same problem was present in jHeretic also but both have since been fixed.
- 20:17 Bug #730: [ DD 1.9.0. 6.4 Beta ] Heretic E5M2 Broken
- Seems to work precisely the same as in the original Heretic for me (I've just a side by side comparison using DOSBox)...
- 18:01 Revision 6f2be0c6 (github): Merge branch '1.9.0-beta6' of //DANIEL-NAS/deng/git/my_master into 1.9.0-beta6
- 17:55 Revision 19e479a6 (github): Fixed: "Bullets not visible in map cheat" (see here http://sourceforge.net/tracker/?func=detail&aid=2830466&group_id=74815&atid=542099).
- 17:52 Bug #737: Dehacked Files Crash Doomsday
- I'm going to assume that this problem is now resolved as the submitter has since shown that they can play this mod in...
- 14:56 Bug #740: Bullets not visible in map cheat
- Fixed for 1.9.0-beta6.7
- 13:39 Revision 00a1ca4f (github): Fixed: "SND_INFO error when changing difficulty on MP setup" (see here http://sourceforge.net/tracker/?func=detail&aid=2849463&group_id=74815&atid=542099).
- 13:28 Revision 2fdb7653 (github): Fixed: "Gun-Triggered Switches Inactive in PWADs" (see here http://sourceforge.net/tracker/?func=detail&atid=542099&aid=2849319&group_id=74815).
- 13:03 Bug #756: Shoots after loading a saved game with a click
- When loading a game, I can't reproduce this. However, when saving, it will fire the weapon if the fire button is used...
- 10:29 Bug #755: Time on Intermission Screen Shows 2 Seconds
- Fixed for 1.9.0-beta6.9
2009-09-02
- 23:04 Bug #754: Gun-Triggered Switches Inactive in PWADs
- Fixed for 1.9.0-beta6.7
- 21:32 Bug #754: Gun-Triggered Switches Inactive in PWADs
- Alrighty:
Alien Vendetta
Map06:
X: 371.042
Y: 4594.66
Z: 32
You should be facing northeast (on unrotated au... - 18:34 Bug #754 (Closed): Gun-Triggered Switches Inactive in PWADs
- With the release of beta 6.6, switches that are activated by gunfire no longer seem to work in PWADs. I have tried th...
- 21:36 Bug #757: SND_INFO error when changing difficulty on MP setup
- Fixed for 1.9.0-beta6.7
- 21:30 Bug #757 (Closed): SND_INFO error when changing difficulty on MP setup
- So, when you're setting up a match for Multiplayer (which I unfortunately couldn't play because of another error whic...
- 20:54 Revision 8d836845 (github): Merge branch '1.9.0-beta6' of //DANIEL-NAS/deng/git/my_master into 1.9.0-beta6
- 20:52 Revision 58c0dc02 (github): Continued work on improving the LOS algorithm (will be needed to fix several outstanding bugs).
- * Parameterized internal logic to a set of flags specified with a new function paramater.
* LS_PASSLEFT: Ray may cros... - 20:25 Bug #756 (Closed): Shoots after loading a saved game with a click
- When I save or load a game, if I confirm my save/load with a click, then after the game is loaded/menu goes away afte...
- 18:54 Bug #755 (Closed): Time on Intermission Screen Shows 2 Seconds
- On the intermission screen, if you don't press a button while the game is tallying kills/items/secret, the time shows...
- 06:46 Revision 3a9220d4 (github): Merge branch '1.9.0-beta6' of //DANIEL-NAS/deng/git/my_master into 1.9.0-beta6
- 06:44 Revision 5458e12b (github): Version bump plugins.
- 06:40 Revision c3fd8be9 (github): Updated dependency paths in vcconfig-example.bat
- 06:39 Revision a2011c3f (github): Updated version number in win32 installer build script setup.iss
- 02:54 Feature #1496: Aspect correct scaling of UI and HUD elements/interfaces
- - **status**: open --> closed
- **milestone**: Next Release --> Version 1.9
- 02:18 Feature #1498 (Rejected): [Hexen] Option for ringing the bell from below
- I found another bug here, actually I had found it earlier but forgot to mention it. You know the bell on Winnowing Ha...
2009-09-01
- 23:05 Bug #753: [Hexen] Invincible Afrits
- - **labels**: jHexen Gameplay --> Hexen
- 06:09 Revision a3269488 (github): Merge commit 'remotes/my_master/1.9.0-beta6' into 1.9.0-beta6
- 06:04 Revision cdf0f58a (github): Fixed jHexen: "Clip through a wall if an object is near". (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2799048&group_id=74815&atid=542099)
- 04:22 Bug #744: Linux 32bit Heretic & Hexen Segfault
- Working with eunbolt over ICQ we've managed to track the segfault here:
engine/portable/src/cl_world.c #100:
... - 02:55 Bug #696: [jHeretic] Clip through a wall if an object is near.
- I have confirmed this problem to be present in jHexen but I am yet to replicate it in jHeretic.
In jHexen this iss... - 01:04 Revision ff4fa746 (github): Merge branch '1.9.0-beta6' of //DANIEL-NAS/deng/git/my_master into 1.9.0-beta6
- 01:02 Revision 7d22927f (github): Fixed: "Getting stuck behind moved surfaces after reloading level" (see here http://sourceforge.net/tracker/?func=detail&aid=2847962&group_id=74815&atid=542099).
- 00:21 Revision 1663dd2a (github): Fixed jDoom64: No max armor limit.
- 00:21 Revision d14c3a9d (github): Fixed: "Dragonskin Bracers don't work" (see here http://sourceforge.net/tracker/?func=detail&aid=2847965&group_id=74815&atid=542099).
2009-08-31
- 23:15 Revision e69a838a (github): Fixed minor issue in GL_LoadRawTex which assumed raw textures to always be 320x200. If a given lump was smaller (as is the case with the automap background in jHexen) this would result in a memcpy source overflow (innocous because the destination buffer was always big enough to retain it).
- 23:06 Revision 11ec72c8 (github): Fixed file encoding yet again.
- 22:50 Bug #613: [InFine] Inadvertent background animation
- This is a side effect of the new global materials system introduced in 1.9.0-beta6. As materials are animated automat...
- 21:18 Bug #752: Dragonskin Bracers don't work (possibly other armor too)
- You are right, I actually didn't see my armor go up with all the pieces I got on that battle on the secret level beca...
- 19:31 Bug #752: Dragonskin Bracers don't work (possibly other armor too)
- There appears to be nothing wrong with HUD armor display nor the collection of armor items from the map (for example,...
- 19:27 Bug #752 (Closed): Dragonskin Bracers don't work (possibly other armor too)
- So I tried using a Dragonskin Bracers before that big fight with the Wendigos on the Seven Portals, however it didn't...
- 19:34 Bug #753 (New): [Hexen] Invincible Afrits
- On that huge pit @ Guardian of Fire, where there's a switch to unlock Bright Crucible, I wasn't able to kill the Afri...
- 19:21 Bug #751 (Closed): Getting stuck behind moved surfaces after reloading level
- Here's how it goes: say you break some windows (I'm not sure how it works on this game, but on some other games I've ...
- 15:24 Feature #1413: Map Names
- Logged In: YES
user_id=849456
Please do not post duplicate feature requests. I have
already responded to this requ... - 15:21 Feature #1434: No vsync option anywhere
- Logged In: YES
user_id=849456
Originator: NO
Not a bug. Moving to feature requests. - 11:03 Revision 7bad4646 (github): Merge branch '1.9.0-beta6' of //DANIEL-NAS/deng/git/my_master into 1.9.0-beta6
- 11:01 Revision 6cbcefea (github): Fixed: Non-working model particles.
- 09:55 Revision 6262628a (github): Fixed: Minor issues with tracking players entering/leaving the void.
- 09:51 Revision 956639f0 (github): Split the "point in subsector" sub-algorithm from R_IsPointInSector2 into a new function named R_IsPointInSubsector
- 09:47 Revision 362056ae (github): Fixed: Line specials triggered by line attacks could be activated if used on onesided linedefs and hitting them from on the wrong side. For example, shooting at switches from behind (when outside the map).
- Changed: It is now possible to use line attacks from outside the map to hit targets within.
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