Activity
From 2009-11-07 to 2009-11-20
2009-11-20
- 21:29 Bug #817: hexen crashes after choosing character
- I get a crash immediately when selecting the "Random" character in the menu.
- 19:51 Bug #816: Hexen Not loading Map
- Glad to hear you fixed the problem, even if you don't know how :)
- 19:07 Bug #827 (Closed): [Win32] Fullscreen toggle access violation
- On my dev system I have been able to reliably recreate a Win32 access violation which results after a call to SwapBuf...
- 19:07 Bug #828: XG: Mobj gone, Infine and BFG Tracers
- I've just tried this myself in 1.9.0-beta6.7 and it seems to work just fine.
2009-11-19
- 17:45 Bug #827: [Win32] Fullscreen toggle access violation
- udiff patch to fix win32 access violation with togglefullscreen
*Attachments:*
* http://sourceforge.net/p/deng/bugs/... - 14:57 Bug #826 (Closed): Frequent frame skipping at 60Hz
- Start a new single player game of DOOM. Kill everything in the map to remove any distractions. Give yourself the chai...
- 13:25 Bug #821: [DEH] Flat backgrounds in InFine unchangeable
- Fixed for the upcoming Doomsday v1.9.9
- 13:20 Bug #767: HeXen: mobj_t* converted to int! Not 64-bit compatible
- Fixed for 1.9.0-beta6.8
- 13:02 Bug #154: Masked texture lines
- Fixed for 1.9.0-beta6.8
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...
- 11:29 Bug #790: [DEH] Max Health and Max Armor do not work
- Fixed for 1.9.0-beta6.8
- 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.
- 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...
- 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...
- 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...
- 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... - 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
- 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...
- 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 ...
- 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,... - 02:51 Bug #788: Momentary pause during looped MIDI playback
- Is this an issue any more with the revised dsFMOD (and dsFluidSynth) plugins?
- 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...
- 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.
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.
- 07:38 Bug #736: Player acceleration and movement
- W+D, I mean.
- 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, ... - 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 ... - 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... - 07:17 Bug #816: Hexen Not loading Map
- Okay, thanks. When I have more time (probably on weekend) i'll try.
- 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.
- 07:08 Bug #774: General: Mobjs overlapping more than one sector
- Fixed for 1.9.0-Beta6.9
- 05:09 Bug #618: Snowberry: Hardcoded paths to user documents
- Snowberry is to be phased out and replaced with an in-game counterpart.
- 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.
- 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.
- 05:04 Bug #603: snowberry version column problem
- Snowberry is to be phased out and replaced with an in-game counterpart.
- 05:03 Bug #386: Left Hand List Problem
- Snowberry is to be phased out and replaced with an in-game counterpart.
- 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, ...
- 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... - 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...
- 02:45 Bug #823: S1 lower Floor - nearest floor adjacent Sectors
- Glad it's fixed. :)
- 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.
... - 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, ...
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... - 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
- 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 ... - 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...
- 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:
... - 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:* ... - 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... - 07:03 Bug #817: hexen crashes after choosing character
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cfb34f3d/8def/attachment/gdbtrace.txt
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...
- 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.
- 21:00 Bug #818: Plutonia 2 Dehacked Not Read
- Fixed for 1.9.0-beta6.8
- 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...
- 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...
- 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...
- 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... - 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...
- 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... - 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...
- 11:57 Bug #817: hexen crashes after choosing character
- I still get the crash
- 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.
...
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... - 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... - 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...
- 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 ~... - 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...
- 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).... - 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... - 16:00 Bug #816: Hexen Not loading Map
- Hexen11 out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/91121578/ad16/attachment/jhex11.out
- 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
- 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).
... - 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...
- 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...
- 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.
- 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
- 14:23 Bug #548: Jittery object Z position smoothing
- Related to https://sourceforge.net/tracker/?func=detail&aid=2788309&group_id=74815&atid=542099
- 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... - 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...
- 12:51 Bug #742: Alien Vendetta::MAP07 cannot be completed (tag 667)
- Fixed for 1.9.0-beta6.8
- 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... - 11:31 Bug #776: HeXen: Unused Wings of Wrath not taken between hubs
- Fixed for 1.9.0-beta6.8
- 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...
2009-11-13
- 22:00 Bug #815: deng grabs mouse in linux (maybe mac?)
- Fixed for 1.9.0-beta6.8.
- 21:48 Bug #770: HeXen: Herisarch's mana cubes
- I meant "couldn't" instead of "could" above.
- 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 ... - 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... - 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...
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 ...
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 ...
- 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...
- 13:22 Bug #678: Automap: Rotation angle smoothing
- Fixed for 1.9.0-beta6.8
- 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...
- 03:17 Bug #798: Invisible Objects seen on Automap
- Fixed for 1.9.0-beta6.8
- 02:47 Bug #797: Blank map titles no longer blank
- Fixed for 1.9.0-beta6.8
- 02:26 Bug #421: Heretic: "shivering" dropped items
- Fixed for 1.9.0-beta6.8
- 01:49 Bug #813 (Closed): autoexec.cfg
- This file is NOT automatically executed at start up.
*Labels:* Startup - 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...
2009-11-08
- 19:16 Bug #771: HeXen: Destroying pot's
- Fixed for 1.9.0-beta6.8
- 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... - 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...
- 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.
- 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...
- 10:42 Bug #703: HeXen: Maulotaur charge attack
- Fixed for 1.9.0-beta6.8
- 08:14 Bug #736: Player acceleration and movement
- That fixed it. The games are controlling much more like their vanilla cousins now.
2009-11-07
- 14:24 Bug #736: Player acceleration and movement
- Separated sidestepping and turning controls for beta6.8.
- 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 ...
- 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...
- 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...
- 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... - 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...
- 10:03 Bug #794: Monsters get stuck within each other
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/010a5c05/6e73/attachment/stuckmonsters.jpg
- 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
- 05:20 Bug #803: Monsters see through wall/floor/ceil
- Same for me, also in Heretic in all the maps.
- 05:06 Bug #739: Stairs Raise by 8/16 behaves incorrectly in WAD
- Fixed for 1.9.0-beta6.8
- 03:47 Bug #805: Heretic pod generator and pod placement
- Fixed in svn for 1.9.0-beta6.8
- 03:28 Bug #804: Secret credit for non-secret areas - Heretic E3M4
- Fixed for 1.9.0-beta6.8
- 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... - 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
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