Project

General

Profile

Activity

From 2009-11-03 to 2009-11-16

2009-11-16

21:02 Bug #819: Wrong dynamic light texture opacities (Intel GMA X3100)
Dynlight texture opacity issue
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4567baed/b32d/att...
skyjake
20:49 Bug #823: S1 lower Floor - nearest floor adjacent Sectors

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f8859df0/fd1d/attachment/bug2.wad
tolwyn
18:48 Bug #822 (Closed): Monsters vision 2side linedefs
This one is going to be hard to explain, so I've attached a PWAD.
Monsters can see the player when they shouldn't ...
tolwyn
18:48 Bug #822: Monsters vision 2side linedefs
Thanks for the report however this particular issue is already being tracked, see here: http://sourceforge.net/tracke... danij
10:00 Bug #816: Hexen Not loading Map
Hello!
I made a build with "cmake -DCMAKE_BUILD_TYPE=Debug ../" . Problem is yet. What files i upload?
My gcc:
...
celtixia
09:12 Bug #821 (Closed): [DEH] Flat backgrounds in InFine unchangeable
DeHackED patches can be used to change the background flat used on the post intermission texts in DOOM.
*Labels:* ...
danij
08:50 Bug #818: Plutonia 2 Dehacked Not Read
How about this as a solution:
Add new strings using Value definitions (to e.g., jDoom.pk3/values.ded) that contain...
danij
07:03 Bug #817: hexen crashes after choosing character

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cfb34f3d/8def/attachment/gdbtrace.txt
danij

2009-11-15

21:31 Bug #820 (Closed): Dehacked: changing the ammo type of the Fist/Chainsaw
It would appear that Dday ignores Dehacked based ammo type changes for the Fist and Chainsaw; they still take no ammo... vermil
13:57 Bug #820: Dehacked: changing the ammo type of the Fist/Chainsaw
Tested in 1.9.0-beta6.7 and appears to work fine, so clearly this issue has since been resolved. danij
21:00 Bug #818: Plutonia 2 Dehacked Not Read
Fixed for 1.9.0-beta6.8 danij
17:43 Bug #818: Plutonia 2 Dehacked Not Read
Evidently I had forgotten the story in Plutonia as Vermil pointed out, the one I am seeing when loading pl2.zip is in... danij
11:48 Bug #818: Plutonia 2 Dehacked Not Read
Yes, I am loading it under the Plutonia profile, but I am loading PL2.WAD and PL2.deh separately, but I still get Plu... sonicdoommario
08:53 Bug #818 (Closed): Plutonia 2 Dehacked Not Read
Doomsday loads with Plutonia 2's Dehacked file but even when it is loaded, the story texts are not replaced. Other de... sonicdoommario
17:13 Bug #816: Hexen Not loading Map
Can you try a debug build and see if the crash problem disappears:
cmake -DCMAKE_BUILD_TYPE=Debug ../
I current...
danij
13:57 Bug #819 (Closed): Wrong dynamic light texture opacities (Intel GMA X3100)
On the MacBook Air that has an integrated Intel GMA X3100 GPU, there is a problem rendering all dynamic light / faker... skyjake
12:46 Bug #817: hexen crashes after choosing character
After spending time with KuriKai debugging this via proxy we have narrowed the problem down somewhat.
This crash a...
danij
12:09 Bug #817: hexen crashes after choosing character
In case you weren't aware skyjake, KuriKai is compiling and running a 64bit build. In which case, I would suspect the... danij
11:57 Bug #817: hexen crashes after choosing character
I still get the crash eunbolt
08:44 Bug #817: hexen crashes after choosing character
The issue with the Random class menu item is now fixed, but I can't reproduce any P_LoadACSScripts() related issues.
...
skyjake

2009-11-14

22:51 Bug #817 (Closed): hexen crashes after choosing character
using latest git hexen crashes after choosing character
gdb backtrace pointed at P_LoadACScripts()
gdb trace
htt...
eunbolt
22:36 Bug #816: Hexen Not loading Map
Okay, I renamed these files. Nothing :(
In dosbox these files work (but very ugly in dosbox :) and cca. a year ago w...
celtixia
21:53 Bug #816: Hexen Not loading Map
According to your doomsday.out file, these "hexen11.wad", "hexen22.wad" and "hexen33.wad" files are not complete vali... danij
18:26 Bug #816: Hexen Not loading Map
Thank you, but doesn't work :(
I use:
/usr/local/bin/doomsday -game jhexen -iwad ~/wads/hexen22.wad -userdir ~...
celtixia
17:46 Bug #816: Hexen Not loading Map
You do not appear to be loading an IWAD. You must specify the path to hexen.wad using the -iwad command line option e... danij
17:45 Bug #816 (Closed): Hexen Not loading Map
Hello!
Same as bug #2855572, but that closed. This version is beta 1.9.0-beta6.7. (the last one in the Sourceforge)....
celtixia
17:45 Bug #816: Hexen Not loading Map
20M wad file out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/91121578/9bf4/attachment/jhex22...
celtixia
16:00 Bug #816: Hexen Not loading Map
Hexen11 out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/91121578/ad16/attachment/jhex11.out
celtixia
22:10 Bug #772: HeXen: Poly object clipping
All issues with polyobj vs mobj collision detection now appear to be fixed for 1.9.0-Beta6.9 danij
15:35 Bug #772: HeXen: Poly object clipping
Fixed: Clipping issues with mobj vs T_MovePoly-type polyobjects (e.g., the pushing wall trap in Guardian Of Fire).
...
danij
20:36 Feature #1501 (Rejected): Non-64-pixel flats
It'd be cool, in a def file per sector number (or sector group) to enable flats and tiling of the engine in different... tolwyn
20:31 Feature #1500 (New): Support for ZDoom ZIP-as-WAD feature
There are a few other "conventions" in use by other ports that may/could make some other wads functional with Doomsda... tolwyn
14:37 Bug #764: HeXen: End game trigger doesn't work
Just realized that I didn't make it clear that I was talking about the exit portals on the final maps above. vermil
14:23 Bug #684: Sprites moving up if their bottom intersects the floor
Related to http://sourceforge.net/tracker/index.php?func=detail&aid=2187113&group_id=74815&atid=542099 danij
14:23 Bug #548: Jittery object Z position smoothing
Related to https://sourceforge.net/tracker/?func=detail&aid=2788309&group_id=74815&atid=542099 danij
13:28 Bug #813: autoexec.cfg
Placing a file called autoexec.cfg in the Doomsday runtime directory seems to work fine for me.
Please attach a co...
danij
13:12 Bug #511: [Heretic|Hexen] Torch fix not applied (low ceiling)
@skyjake is there any reason why the positioning method flagged DDMF_NOFITBOTTOM is not the default? It seems to me t... danij
12:51 Bug #742: Alien Vendetta::MAP07 cannot be completed (tag 667)
Fixed for 1.9.0-beta6.8 danij
12:21 Bug #781: Doom E2M1 to last level
Already taken care of and fixed for beta 6.7.
https://sourceforge.net/tracker/?func=detail&aid=2850396&group_id=7481...
sonicdoommario
11:31 Bug #776: HeXen: Unused Wings of Wrath not taken between hubs
Fixed for 1.9.0-beta6.8 danij
11:15 Bug #765: [Hexen] Korax teleport order
Opening by request from Vermil.
Looking at the code, the order of Korax teleport destinations is predefined and de...
skyjake

2009-11-13

22:00 Bug #815: deng grabs mouse in linux (maybe mac?)
Fixed for 1.9.0-beta6.8. skyjake
21:48 Bug #770: HeXen: Herisarch's mana cubes
I meant "couldn't" instead of "could" above. vermil
21:23 Bug #813: autoexec.cfg
You are correct, there is only one autoexec.cfg
I believe it is intended to be used for configuring common engine ...
danij
21:04 Bug #813: autoexec.cfg
You're right it works.
Either I had syntax wrong and confused this report as a bug, or... ? Please delete. It is wor...
tolwyn
19:13 Bug #765: [Hexen] Korax teleport order
There has been no change to this specifically in 1.9.0-beta6.6 so perhaps this has been around for a while?
I'm no...
danij

2009-11-12

23:32 Bug #815 (Closed): deng grabs mouse in linux (maybe mac?)
when loading deng with -nomouse when entering the control panel, then exiting the control panel deng grabs the mouse ... eunbolt

2009-11-09

13:43 Bug #811: New Resource Doesn't Load
Please attach to this report the files you are having this problem with. I have been unable to replicate the problem ... danij
01:46 Bug #811 (Closed): New Resource Doesn't Load
When moving from level to level, or screen to screen, the music does not change to the correct "resource." When a PWA... tolwyn
13:22 Bug #678: Automap: Rotation angle smoothing
Fixed for 1.9.0-beta6.8 danij
09:48 Bug #814 (Closed): [XG] Cooperative and Deathmatch flags only check for MP
The Cooperative and Deathmatch requirement flags in XG don't actually check wheter the gamemode is Deathmatch or Coop... vermil
03:17 Bug #798: Invisible Objects seen on Automap
Fixed for 1.9.0-beta6.8 danij
02:47 Bug #797: Blank map titles no longer blank
Fixed for 1.9.0-beta6.8 danij
02:26 Bug #421: Heretic: "shivering" dropped items
Fixed for 1.9.0-beta6.8 danij
01:49 Bug #813 (Closed): autoexec.cfg
This file is NOT automatically executed at start up.
*Labels:* Startup
tolwyn
01:47 Bug #812 (Closed): -warp and -nomonsters
When the -nomonsters is used with the -warp command in snowberry startup (command line is correct), The map starts wi... tolwyn

2009-11-08

19:16 Bug #771: HeXen: Destroying pot's
Fixed for 1.9.0-beta6.8 danij
18:25 Bug #770: HeXen: Herisarch's mana cubes
Fixed for 1.9.0-beta6.8
The problem was that after spawning the cubes their position was never again set. Therefor...
danij
18:03 Bug #770: HeXen: Herisarch's mana cubes
The reason the cubes are occluded but the spinning balls and the Heresiarch itself are not is because they are in fac... danij
17:36 Bug #770: HeXen: Herisarch's mana cubes
The reason why only the cubes are occluded yet the spinning balls are not continues to allude me. danij
14:19 Bug #770: HeXen: Herisarch's mana cubes
I was incorrect in my earlier comment, it is not the segs of the linedef behind the viewer causing these sprites to b... danij
10:42 Bug #703: HeXen: Maulotaur charge attack
Fixed for 1.9.0-beta6.8 danij
08:14 Bug #736: Player acceleration and movement
That fixed it. The games are controlling much more like their vanilla cousins now. danij

2009-11-07

14:24 Bug #736: Player acceleration and movement
Separated sidestepping and turning controls for beta6.8. skyjake
09:23 Bug #736: Player acceleration and movement
That's probably because strafing shouldn't be time-staged while turning is, and when the Strafe key is held down the ... skyjake
11:32 Bug #768: [Hexen] Death Wyvern movement broken
There is indeed a discrepancy here between the current and original behaviours. However I must point out that the Wyv... danij
11:16 Bug #777: Hexen: possible problem with switches & loading
OK, that was one of my most failed fails. I had saved before hitting the switch on the hut, and loaded thinking I had... roffalcopter
10:34 Bug #772: HeXen: Poly object clipping
I've determined an easily reproducible test case:
Put a break point at po_man.c #571 (thrustMobj). Now warp to Hex...
danij
10:15 Bug #788: Momentary pause during looped MIDI playback
Somehow I doubt the conversion is the problem here: after all, it simply loops through the MUS events and converts th... skyjake
10:03 Bug #794: Monsters get stuck within each other

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/010a5c05/6e73/attachment/stuckmonsters.jpg
sonicdoommario
07:14 Bug #802: [Doom 2]Unable to load saved game
Save file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/74ac3b16/3a68/attachment/DoomSav0.dsg
gleevoy
05:20 Bug #803: Monsters see through wall/floor/ceil
Same for me, also in Heretic in all the maps. eklipse2009
05:06 Bug #739: Stairs Raise by 8/16 behaves incorrectly in WAD
Fixed for 1.9.0-beta6.8 danij
03:47 Bug #805: Heretic pod generator and pod placement
Fixed in svn for 1.9.0-beta6.8 danij
03:28 Bug #804: Secret credit for non-secret areas - Heretic E3M4
Fixed for 1.9.0-beta6.8 danij
01:44 Bug #809: [Doom2] Linedef action #30 raises floor too high
screenshot of a switch in MAP17 raised too far
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4...
siliconwolf
00:03 Bug #810: Undefined symbol loading jheretic, jdoom, etc. on FreeBSD
Duplicate of: http://sourceforge.net/tracker/?func=detail&aid=2728101&group_id=74815&atid=542099 danij

2009-11-06

23:52 Bug #809: [Doom2] Linedef action #30 raises floor too high
Fixed for 1.9.0-beta6.8 danij
23:02 Bug #806: Heretic pod generator and pod placement
This artifact has been marked as a duplicate of artifact 2878277 with reason:
accidental duplicate submission
siliconwolf
17:56 Bug #736: Player acceleration and movement
How about changing strafe direction? I seem to recall that last I tested this that player seemed too 'weighty' as if ... danij
14:23 Bug #736: Player acceleration and movement
Side-by-side comparisons show identical behavior between 1.8.6 and beta6 head. skyjake
14:21 Bug #541: Jittery view bobbing
View bobbing was twice as strong as it should be. Current beta6 head should now be OK. At least my side-by-side compa... skyjake
 

Also available in: Atom