Project

General

Profile

Activity

From 2009-11-05 to 2009-11-18

2009-11-18

14:39 Bug #790: [DEH] Max Health and Max Armor do not work
Support for all of the above already feature in Doomsday's dpDehRead plugin. However if they aren't working then we'l... danij
11:29 Bug #790: [DEH] Max Health and Max Armor do not work
Fixed for 1.9.0-beta6.8 danij
11:03 Bug #790: [DEH] Max Health and Max Armor do not work
I've since found out how this works though there is no mention of it in the docs. danij
10:57 Bug #790: [DEH] Max Health and Max Armor do not work
The mobjs that the destructible chairs and computers in HacX replace are mobjs that are full bright in all their stat... vermil
10:25 Bug #790: [DEH] Max Health and Max Armor do not work
Using HacX as an example again; the destructible chairs and computers in the game are full bright in Doomsday where a... vermil
13:57 Bug #825 (Closed): XG: Damage class if health below
If the player activates a damage class XG line that heals them and their health is above the maximum amount specified... vermil
13:04 Bug #791: Odd map exit behaviour with switches
Sounds like this:
https://sourceforge.net/tracker/index.php?func=detail&aid=765180&group_id=74815&atid=542099
In Dda...
vermil
08:59 Bug #801: [Deng v1.9.0 beta 6.7] Heretic Can't get to the boss level
Fixed for 1.9.0-beta6.8 danij
07:26 Bug #824: Double press input events
It would seem this problem stems from control UI as the when doing a "clearbindings;defaultbindings" the problem is n... danij
06:28 Bug #824 (Closed): Double press input events
Using the default control bindings in Hexen attempting to toggle the paused state of the game by pressing p, it will ... danij
03:36 Bug #803: Monsters see through wall/floor/ceil
I would like to request that this report be re-opened as the bug still exists to at least some degree.
For instance,...
vermil
02:51 Bug #788: Momentary pause during looped MIDI playback
Is this an issue any more with the revised dsFMOD (and dsFluidSynth) plugins? skyjake
02:13 Bug #788: Momentary pause during looped MIDI playback
Upped the priority of this because this issue quickly becomes exceedingly annoying, especially on maps with very shor... danij
01:38 Bug #625: Doomsday captures all keypresses
I don't think there is anything we can do about this. It sounds like an SDL issue to me. danij

2009-11-17

08:12 Bug #736: Player acceleration and movement
Whilst running forward (+W) I am attempting to strafe right (+D) and at the same time turn left by moving my mouse left. danij
07:38 Bug #736: Player acceleration and movement
W+D, I mean. skyjake
07:36 Bug #736: Player acceleration and movement
I'm not exactly sure what you mean but I can do some more side-by-side runs.
So are you first strafing with, say, ...
skyjake
02:55 Bug #736: Player acceleration and movement
This isn't yet resolved I'm sorry to say.
Today I noticed that attempting to circle strafe using the default WASD ...
danij
08:05 Bug #816: Hexen Not loading Map
Hello!
I apologize, but now this program is works...but i don't know, why?
I downloaded many version:
deng-1.9...
celtixia
07:17 Bug #816: Hexen Not loading Map
Okay, thanks. When I have more time (probably on weekend) i'll try. celtixia
07:10 Bug #816: Hexen Not loading Map
Try going back through previous Doomsday versions to see if you can determine at which version the problem began. danij
07:08 Bug #774: General: Mobjs overlapping more than one sector
Fixed for 1.9.0-Beta6.9 danij
05:09 Bug #618: Snowberry: Hardcoded paths to user documents
Snowberry is to be phased out and replaced with an in-game counterpart. danij
05:07 Bug #332: Snowberry: Addon custom options not disabled in GUI
Snowberry is to be phased out and replaced with an in-game counterpart. danij
05:05 Bug #414: Snowberry can't start at FC 6 i386_x64
Snowberry is to be phased out and replaced with an in-game counterpart. danij
05:04 Bug #603: snowberry version column problem
Snowberry is to be phased out and replaced with an in-game counterpart. danij
05:03 Bug #386: Left Hand List Problem
Snowberry is to be phased out and replaced with an in-game counterpart. danij
04:57 Feature #1502 (New): Load any supported image format from WAD lump
Many mods are now making use of this feature that has been available in other DOOM ports for a while now. Currently, ... danij
03:45 Bug #821: [DEH] Flat backgrounds in InFine unchangeable
How about this as a solution:
Add new strings using Value definitions (to e.g., jDoom.pk3/values.ded)
that contai...
danij
03:41 Bug #824: Double press input events
On further inspection this seems to be a general problem. I bound a couple of keys for resizing the statusbar and the... danij
02:45 Bug #823: S1 lower Floor - nearest floor adjacent Sectors
Glad it's fixed. :) tolwyn
00:45 Bug #823: S1 lower Floor - nearest floor adjacent Sectors
An unusual test case which exposes a flaw in the original DOOM algorithm which is not present in our implementation.
...
danij
00:45 Bug #823 (Closed): S1 lower Floor - nearest floor adjacent Sectors
Taking Bloodrust as an example, I've made a snippet PWAD to show the bug.
Hit switch in front of you, turn right, ...
tolwyn

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