Activity
From 2010-03-25 to 2010-04-07
2010-04-07
- 23:42 Revision 08cdff87 (github): Further tweaking of OS X packaging.
- 23:01 Revision 08377cbe (github): Tweaking OS X packaging scripts.
- 21:41 Revision a68b26be (github): Version bump in Doomsday for Windows installer script.
- 21:36 Revision 3cbe24f4 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 21:35 Revision 14690580 (github): Fixed "backing out" issue with chainsaw/gauntlet lunging.
- 21:21 Revision 0b229491 (github): Version number bumps.
- 19:54 Revision 694ca62b (github): Disallow stepping up onto a corpse. This prevents the player from "climbing" up and over whilst chainsawing.
- 19:30 Revision 150a11b3 (github): Fixed attack lunge angle lock to not allow the player to turn away from the target.
- 18:38 Revision 973a43a0 (github): Fixed discrepancy in attack lunge velocity compared to original behavior.
- 17:42 Revision 2dfb87cf (github): Fixed All Games: Tiny difference in walk-to-stop mobj momentum threshold compared to original behavior.
- 13:53 Revision e8280a38 (github): Removed (player) classinfo_t::turnSpeed[2] - "initial" speed. As time staging of the turn controls is now done engine-side, this is unused.
- 13:44 Revision 5dcafad6 (github): Fixed All Games: Look pitch multiplier changed according to the walk/run speed modifier. In the original games this multiplier is fixed.
2010-04-06
- 21:14 Revision bd1d07d6 (github): Fixed All Games: "Bouncing off edges". (see here http://sourceforge.net/tracker/?func=detail&aid=2861787&group_id=74815&atid=542099 and http://sourceforge.net/tracker/?func=detail&aid=2727454&group_id=74815&atid=542099)
- 18:49 Revision 41775d63 (github): Fixed All Games: Turn speed does not consider "always-run".
- 18:13 Bug #658: BugWall
- Fixed for 1.9.0-Beta6.9
- 18:11 Bug #780: BLODGR1-4 Textures Inanimate
- Fixed for 1.9.0-beta6.8
- 18:09 Revision 6081c023 (github): Fixed mixup in previous commit. Now working correctly.
- 15:57 Revision 992d5c36 (github): Fixed: Vertical alignment issue with materials on two-sided linedef lower sections.
- 14:27 Revision 97f8fa44 (github): Fixed XG: Bug #2899815 "XG: Damage class if health below" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2899815&group_id=74815&atid=542099).
- 11:43 Bug #718: Heretic: Chicken auto movement
- Fixed for 1.9.0-Beta6.9
- 11:23 Bug #826: Frequent frame skipping at 60Hz
- Disregard the original detail in this report.
It would seem the problem I am experiencing is that when vsync is en...
2010-04-05
- 23:05 Revision 4b3af133 (github): Fix un-expiration of pointer axes.
- 21:22 Revision 2e1d78b1 (github): Ignore .user files.
- 21:18 Revision ec8655c7 (github): Fixed bug 2980026: Shortcut bindings in menu.
- The menu wasn't binding any of the shortcut keys into the correct context.
- 21:08 Revision 16917e91 (github): Added a new plugin hook (HOOK_TICKER) that gets called from DD_Ticker.
- 20:45 Revision c4b2db84 (github): Fixed bug 2578612: Chainsaw/Gauntlet behavior.
- The attack lunge was not being applied. Now it is, although
its strength could perhaps use a bit of fine-tuning still. - 19:28 Revision 5dc5f85c (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 19:14 Revision 13bb5bf6 (github): Fixed bug 2899607: Double press input events.
- The event sequence responder was eating events that were part of a
partial sequence. This prevented the execution of ... - 18:29 Revision e78629e7 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 18:28 Revision 097396b6 (github): Changed DOOM/Heretic: Added a new sound id "secret" to be played upon the player locating a secret area. The same sound is still played by default but the new id allows modders to change them independently.
- 18:26 Revision fcd97beb (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 18:19 Bug #883: [Hexen] Map 2: HOM in floor near x:-425 y:2943 (clip cull)
- Fix by spreading polyobj links to all contacted BSP leafs, similarly to dynamic lights.
- 18:19 Revision b1cf3871 (github): Fixed bug 2849414: Shoots after loading/saving from menu.
- There already was a mechanism that kept track which binding context
each individual input device (a particular key/ax... - 17:53 Revision f0a98c24 (github): Changed DOOM: Removed three unused sound identifiers that were not present in the original game: wsplash nsplash blurb
- 17:46 Bug #602: Changed chainsaw behaviour
- Attack lunge restored for beta6.9.
- 17:22 Bug #825: XG: Damage class if health below
- Fixed for 1.9.0-Beta6.9
- 17:18 Bug #824: Double press input events
- That is a good solution. The only problem is that the controls menu doesn't support modifier combinations...
- 17:10 Bug #824: Double press input events
- Brainwave: Change the default bindings for the chat widget, making use of the new shift modifier. That way, its still...
- 17:06 Bug #824: Double press input events
- Well, we need a better chat widget anyway...
- 16:58 Bug #824: Double press input events
- Good point. Clearly then, the event responder cannot eat events in a partial sequence.
We don't want to interfere ... - 16:53 Bug #824: Double press input events
- That would likely help somewhat but it's not a full fix. Events would still be erroneously eaten if the user has conf...
- 16:47 Bug #824: Double press input events
- How about; once the first event in a sequence is triggered, any subsequent events in a partial sequence are eaten. Th...
- 16:43 Bug #824: Double press input events
- I think there is a fundamental conflict between the sequence responder and the bindings. Either we get "misfires" dur...
- 16:21 Bug #824: Double press input events
- There may be a problem with that. Without testing, here is what I'm thinking:
If an event sequence uses a characte... - 16:58 Revision 53cbd894 (github): Changed: Default mipmapping filter changed to linear filter, linear mip (GL_LINEAR_MIPMAP_LINEAR).
- 16:21 Revision 2fffd266 (github): Bumped for Beta 6.9.
- 15:34 Feature #1489: Separate decor definitions for different plane types
- I guess I should also add particle def's to the the above suggestion since they can be flat based.
- 15:25 Bug #757: SND_INFO error when changing difficulty on MP setup
- Multiplayer does not work at all in the current 1.9.0 beta releases. We are aware of the problems and they will be ad...
- 15:04 Revision a5511344 (github): Fixed: "Texture name missing in Doom 2 MAP14 & MAP25" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2826699&group_id=74815&atid=542099)
- 14:29 Bug #885 (Closed): GL state - wireframe vs sky vs fakeradio shadow edges
- I noticed a slightly odd GL state management issue with the current Beta6 branch (as of #53cbd8944bd470495f95c619d78d...
- 14:15 Bug #330: Crash bug in jdoom with 3d models enabled
- Please recheck this in 1.9.0-Beta6.9 (when released), as a rare zone heap corruption issue was found and fixed; this ...
- 13:52 Revision f3ef787b (github): Fix line endings.
- 13:13 Bug #756: Shoots after loading a saved game with a click
- Fixed for beta6.9.
There already was a mechanism that kept track which binding context each individual input devic... - 13:05 Bug #736: Player acceleration and movement
- I might check that out, but as this bug report is not in my top priority list currently, please feel free to tweak th...
- 12:31 Bug #736: Player acceleration and movement
- Anything I can do to assist? If its a case of not being able to compare vs the original game: are you aware that Choc...
- 12:17 Bug #736: Player acceleration and movement
- I am unable to do anything about this at the moment due to not having a suitable reference to check the behavior agai...
- 13:02 Bug #773: Hexen Not loading Map
- Picture of Error
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/776360ad/f235/attachment/HexenE... - 13:00 Bug #594: Full screen HUD sprites / Incorrect scaling of HUD items
- I really don't know what to do about the problem seen in Batman Doom.
- 12:02 Bug #734: [1.9.0 beta6.4] Texture name missing in Doom 2 Map 14
- Fixed for 1.9.0-Beta6.9
- 02:45 Revision 7fc2ecb6 (github): Hexen: Do a full HUD widget update when calling ST_Start.
- 01:02 Revision 5e59776e (github): Fixed: Non-opaque middle textures on twosided linedefs that fill the gap between floor and ceiling are drawn slightly darker than they should be (with Fakeradio enabled).
2010-04-04
- 22:15 Revision e2fe51c1 (github): Fixed Hexen: "Death Wyvern movement broken". (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2855075&group_id=74815&atid=542099)
- 20:47 Revision 58d3f48d (github): Fixed: "Switch doesn't open up before Caves of Circe" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2853242&group_id=74815&atid=542099)
- 19:10 Bug #769: Warping from map with hub exit to another hub plays anim
- Can you please elaborate on this report as I'm unsure as to what you are referring to.
- 18:15 Revision 1d6a97f9 (github): Fixed: Vissprites produced for mobjs whose origin sector is of zero height.
- 17:44 Bug #762: Swamp Key panel doesn't light up after hitting switch
- OK, I finally found out what I was missing... I was missing the Horn Key switch on the Swamp. I wonder if it's suppos...
- 16:50 Revision 50a46c9f (github): Back out change made during debug that was mistakenly commited in #4c32b9d4b8d764ab5093da7f61aab78ed722d637
- 16:38 Revision 4c32b9d4 (github): Fixed All games: "General: Mobjs overlapping more than one sector". (see here http://sourceforge.net/tracker/?func=detail&aid=2855894&group_id=74815&atid=542099)
- Revised the fix applied in beta6.6 for the "Bullets not visible in map cheat" issue. Although we now want all mobjs a...
- 16:10 Revision e9e2fb1f (github): Changed: CVar "rend-dev-mobj-bbox" Draw all bounding boxes for all mobjs, not just those which are sector-linked.
- 15:21 Bug #761: Switch doesn't open up before Caves of Circe
- On investigation the only difference I could detect in the behaviour of this scripted sequence (compared to the origi...
- 13:39 Bug #775: HeXen: Dormant foes waking up after loading saved game
- Fixed for 1.9.0-beta6.8
- 10:13 Bug #836: Barracks.wad dynamic light anomaly
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/eff9bfd6/7a24/attachment/doom2-001.jpg
- 09:34 Bug #885: GL state - wireframe vs sky vs fakeradio shadow edges
- It would appear this issue is due to drawing geometry with the current GL color left uninitialized. Although I'm not ...
2010-04-03
- 19:50 Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID
- Thanks for taking the time to make this excellent quality report. However this is already a known issue (duplicate of...
- 19:49 Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/16f5796f/314a/attachment/doomsday_heretix.txt
- 19:49 Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/16f5796f/31e0/attachment/HticSav1.hsg
- 19:48 Bug #884 (Closed): Heretic E3M4: teleport to E3M9: free pointer without ZONEID
- Heretic E3M4 (the azure fortress): entering the teleport to the secret level E3M9 makes a screen "now entering" witho...
- 19:48 Bug #884: Heretic E3M4: teleport to E3M9: free pointer without ZONEID
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/16f5796f/10c5/attachment/heretic-002.jpg
- 15:01 Revision 3ecc672e (github): Fixed All Games: Movement of the player's view point when riding moving platforms suggested the player was squating.
- However this still isn't perfect; due to the method used for interpolated plane movement the platform itself appears ...
- 02:36 Revision 89ab3e98 (github): Fixed All Games: Potential infinite loop in wall slide algorithm.
- 02:35 Revision 6714c762 (github): Further fixes to mobj vs polyobj collision detection.
- 00:44 Bug #883 (New): [Hexen] Map 2: HOM in floor near x:-425 y:2943 (clip cull)
- Geometry is constructed fine for this area however HOM is visible due to the subsector being considered as occluded b...
2010-04-02
2010-04-01
- 15:11 Revision f9ef6209 (github): Fixed: Fog settings as specified in Map Info definitions used when drawing the various UI displays.
- Fixed: "Map def fog oversight". (see here http://sourceforge.net/tracker/?func=detail&aid=2941879&group_id=74815&atid...
- 14:07 Revision 81be17e8 (github): Fixed Doom: Powers could not be given using the ccmd give.
- 12:16 Bug #863: jHexen: impassable doorway (polyobjs?)
- doomsday.out & savegame(probably)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/357e06f3/b8f1/...
2010-03-31
- 23:27 Revision 09fbfeff (github): Fixed: Front facing segs in a visible subsector drawn even if occluded according to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start up". (see here http://sourceforge.net/tracker/?func=detail&aid=2968923&group_id=74815&atid=542099)
- 22:04 Bug #862: Map def fog oversight
- Fixed for 1.9.0-beta6.9
- 20:33 Bug #873: Missing Texture in Doom II MAP 25
- Thanks for taking the time to report the problem. However, this issue has already been reported: http://sourceforge.n...
- 17:50 Revision f4763790 (github): Fixed line endings.
- 17:44 Revision 7498d109 (github): Fixed Heretic: "Chicken beak psprite yoffset incorrect" (see here: http://sourceforge.net/tracker/?func=detail&aid=2980013&group_id=74815&atid=542099)
- 15:46 Bug #882 (New): Fullbright psprites and colored lighting
- Drawing fullbright psprites currently looks rather odd when colored sector lighting is in effect.
I proposed an al... - 14:45 Bug #880: Console log position after clear
- Fixed in branch beta6-ringzero
- 13:39 Bug #880 (Closed): Console log position after clear
- When the content of the console is cleared subsequent strings are printed from top to bottom instead of vice versa, t...
- 13:45 Feature #1513 (New): Examples with escaped quotes in context help for ccmd alias
- When displaying the context help for the console command alias it would be helpful if there were examples of usage in...
- 13:41 Bug #881 (Closed): Controls UI show/hide menu reassign bcontext mismatch
- Deleting the key assignments for 'show/hide menu' in the 'controls' menu and reassigning the default 'Esc'-key binds ...
- 13:26 Bug #879 (Closed): [Heretic] Chicken beak psprite yoffset incorrect
- In Heretic's chicken mode (using 'cheat cockadoodledoo[') the player's beak isn't attached to the lower edge of the s...
- 13:25 Bug #824: Double press input events
- Fixed for beta6.9.
The event sequence responder was eating events that were part of a
partial sequence. This pre... - 13:21 Feature #1512 (New): List all impulses in context help for ccmd impulse
- When using the context help for the ccmd impulse it would be helpful if all
recognised impulse name strings were lis... - 13:19 Feature #1511 (New): List all cheats in context help for ccmd cheat
- When using the context help for the ccmd cheat it would be helpful if all recognised cheat name strings were listed (...
2010-03-30
2010-03-29
2010-03-27
- 11:47 Revision 59a61e61 (github): Fixed (All Games): Menu type-in glitter and shadow effects not centered vertically on each character.
- 11:44 Revision 4a0d60bc (github): Fixed Heretic: "Intermission counter offsets". (see here http://sourceforge.net/tracker/?func=detail&aid=2801114&group_id=74815&atid=542099)
- 11:21 Revision e1c7d5c9 (github): Fixed Heretic: Main game menu positioned vertically eight pixels too low.
- 11:07 Revision b82c51cc (github): Fixed: Upon changing the custom resolution height in the control panel, the label shown on the "Change to" button would indicate the color depth had changed to 16bit.
- 09:54 Revision 1c4a3e9d (github): Fixed: "Dynamic lights on unpegged walls". (see here: http://sourceforge.net/tracker/index.php?func=detail&aid=2851252&group_id=74815&atid=542099)
- 09:44 Bug #711: Heretic: Intermission counter offsets
- Fixed for 1.9.0-beta6.9
- 08:40 Bug #642: [MacOS] Doomsday engine 1.9beta 5/6 crash
- Have you been able to test this skyjake?
- 07:49 Bug #760: 1.9.0-beta-6.6 Heretic Segmentation Violation
- doomsday.out runtime log file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/9e631a54/e3d8/atta... - 07:27 Revision 47b131ab (github): Revert change in an earlier commit which attempted to avoid calling ColorOutlines on non-masked sprites. Why are sprites failing to indicate their maskedness?
- 07:24 Revision ee9acd4a (github): Fixed: Out-of-range buffer access in Rend_RenderMaskedWall.
- 05:46 Bug #756: Shoots after loading a saved game with a click
- Looks to me like we need to reinstate logic I had in the original bind context implementation. See here:
engine/port... - 02:09 Revision 3382fb43 (github): Fixed: "No comprehension of poly objects with see through parts". (see here http://sourceforge.net/tracker/?func=detail&aid=2972763&group_id=74815&atid=542099)
- 00:06 Bug #877: Texture offset anomaly
- - **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- **milestone**: --> v1.8.6
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