Activity
From 2009-11-16 to 2009-11-29
2009-11-29
2009-11-28
- 19:10 Revision 8af2e755 (github): Set player_t->viewZ correctly in P_SpawnPlayer.
- 18:28 Revision 5bf543dc (github): Changed: Debug messages such as "P_MaterialNumForName: "MYTEX" in namespace 1 not found!" are only produced at log verbosity level 1 or greater.
- 18:00 Revision 82872ea1 (github): Fixed (All Games): Upon spawning into the map the player's viewheight would be set at zero resulting.
- Fixed (Engine/All Games): When the player teleports the current view was not instantly updated due to smoothing, resu...
- 17:32 Revision a8f2d188 (github): Changed (jDoom): Items collected by the player as a consequence of spawning into the map nolonger produce a pickup sound or result in a bonus flash.
2009-11-27
- 18:19 Revision 27ea7953 (github): Changed (jDoom): Split up finales.ded, moving the InFine script definitions for each game type into separate files prefixed by the game type string they are for. Common definitions (i.e., the "TITLE" and "Imp" anims) remain in finales.ded
- Changed (jDoom): Default InFine script definitions from other game types are nolonger present if not needed for the c...
- 15:15 Bug #811: New Resource Doesn't Load
- This can be closed. It was related to the Environment Pack for 1.8.x
- 14:21 Revision 21494d7f (github): Fixed (Engine): Crash with zero-length sound lumps e.g., dakills.wad (see http://www.doomworld.com/idgames/index.php?id=2803).
2009-11-26
- 21:57 Bug #829: Weapons Automatically Picked Up at Start of Map
- This is not a bug. It is a deliberate change to the original behavior. When a mapper places objects directly on top o...
- 21:17 Bug #828 (Closed): XG: Mobj gone, Infine and BFG Tracers
- A bug with a very specific XG setup.
If one has a mobj_gone XG def that plays an infine def upon activation, the i...
2009-11-21
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
- 20:26 Revision d01d7f94 (github): Changed (All Games): cvar "msg-uptime" specifies time in seconds (was tics) and can now be set via the HUD options menu.
- 19:23 Revision 9fb63404 (github): Added (All Games): cvar "view-filter-strength" strength multiplier for screen filters (such as that used when the player collectings items or takes damage). Note that in deathmatch games this value is ignored when drawing the damage filter.
- 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/... - 16:50 Revision d49af694 (github): Fixed (Engine|Win32): Vsync defaulting to off during start up.
- 16:20 Revision 459c9085 (github): Fixed (Engine): "Flickering video" during initial startup when playing in fullscreen mode.
- 15:22 Revision 69da79c2 (github): Fixed (Hexen): "Unknown Thing warnings". [http://sourceforge.net/tracker/index.php?func=detail&aid=2855071&group_id=74815&atid=542099]
- 15:03 Revision 4c45e0af (github): Fixed (Engine): "Masked texture lines". [http://sourceforge.net/tracker/index.php?func=detail&aid=833488&group_id=74815&atid=542099]
- 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
- 13:20 Revision e69dcab9 (github): Fixed (Engine): IWAD flats replaced in PWADs inherit decorations defined for use with the IWAD originals only.
- 13:02 Bug #154: Masked texture lines
- Fixed for 1.9.0-beta6.8
2009-11-18
- 16:42 Revision c268c1fa (github): Fixed (DEH Reader): "Thing speed misinterpretation (HACX)". [http://sourceforge.net/tracker/index.php?func=detail&aid=2868210&group_id=74815&atid=542099]
- 15:03 Revision b433b82d (github): Fixed (Doom): Statusbar face displayed one pixel too far right.
- 15:00 Revision bebb9875 (github): Fixed (DEH Reader): Changing fullbright property of states using DEH patches (e.g., office furniture in HACX).
- 14:56 Revision cf55b7be (github): Fixed BSP sight ray intercept when flagged LS_PASSLEFT.
- 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... - 12:28 Revision aa04eac0 (github): Fixed (DEH Reader): "Max Health and Max Armor do not work". [http://sourceforge.net/tracker/index.php?func=detail&aid=2868214&group_id=74815&atid=542099]
- 12:09 Revision 0bbf03aa (github): Changed (Doom): Using the "give" ccmd to give the player health; amount given takes the player's health to the absolute health limit.
- 11:35 Revision cf0873d7 (github): Updated include path examples for SDL and SDL_mixer in vcconfig-example.bat
- 10:58 Revision fc34c164 (github): Fixed (Heretic, Hexen): "Heretic and HeXen: hud weapon graphics set too low". [http://sourceforge.net/tracker/?func=detail&aid=2872354&group_id=74815&atid=542099]
- Changed: Revised lighting of psprites when using the DOOM lighting model to more closely emulate the original games.
- 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 ...
- 05:54 Revision 2038497c (github): Ignore MCMD_OPEN menu commands if the menu is already open.
- 05:34 Revision a13c467e (github): Fixed (Engine): "Monsters see through wall/floor/ceil". [http://sourceforge.net/tracker/?func=detail&aid=2873820&group_id=74815&atid=542099]
- 04:27 Revision e85f9a68 (github): Updated vcbuild.bat and setup.iss to include mikmod.dll; part of the SDL_mixer 1.2.11 Win32 lib package.
- I presume this means that formats like .mod and .s3m now work again :)
- 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
- 12:09 Revision 065b655e (github): Another batch of fixes for (minor) warnings produced by gcc.
- 10:32 Revision bfdcbb15 (github): Fixed various issues found with gcc.
- 10:10 Revision 6f1c063c (github): Fixed a few minor compilation warnings with gcc.
- 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
- 06:02 Revision 33676f5a (github): Changed behaviour of the IWAD author surpression when printing the map banner. Maps from PWADs which have no Map Info definition are now attributed to "Unknown" author.
- 05:45 Revision 797eb7ba (github): Added (dpDehRead): Support the Eternity extension for setting the amount of ammo used per shot in Weapon blocks.
- 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.
- 05:00 Revision 23c19976 (github): Fixed (All Games): "S1 lower Floor - nearest floor adjacent Sectors". [http://sourceforge.net/tracker/?func=detail&aid=2898805&group_id=74815&atid=542099]
- 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, ... - 00:35 Revision 294d4d34 (github): Changed (Doom): Renamed cvar "hud-title-noidsoft" to "hud-title-author-noiwad".
- Changed (Heretic): Renamed cvar "hud-title-noravensoft" to "hud-title-author-noiwad".
Changed (Hexen): Renamed cvar "...
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...
- 11:35 Revision 6450b542 (github): Fixed (dpDehRead): Changes to map name strings from Plutonia and TNT did not work.
- 10:50 Revision 572006e1 (github): Fixed (dpDehRead): "Plutonia 2 Dehacked Not Read". [http://sourceforge.net/tracker/?func=detail&aid=2897918&group_id=74815&atid=542099]
- 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... - 07:46 Revision 95b94b6d (github): Fixed handful of compiler warnings produced when building 64bit with gcc.
- 07:03 Bug #817: hexen crashes after choosing character
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cfb34f3d/8def/attachment/gdbtrace.txt
- 06:02 Revision fb249171 (github): Reorganised the vs8 build directory. Cleaned up vcproj files to remove unnecessary duplication of paths. Reorganised path definitions so that the build and output directories need not be in the source tree.
- 01:34 Revision 944df4aa (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 01:32 Revision 1b14ad12 (github): Fixed type size mismatch in countParticles()
- 01:31 Revision ebbfc8e4 (github): Updated VC++ 2008 Express project files with new configurations for x64. Not buildable yet though (currently fails to link for a myriad reasons which I'll look at another day).
- 00:26 Revision 18c44dce (github): Implemented more thinkers.
- Serialization of XG thinkers not implemented yet.
- 00:25 Revision 5608e160 (github): Ignore thinkers marked for destruction during iteration.
- 00:24 Revision 60d3eb9a (github): Iterating objects in a map.
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