Activity
From 2010-04-03 to 2010-04-16
2010-04-15
- 14:40 Bug #898 (Closed): [DOOM] HUD ammo counters display incorrect values
- Apparently the HUD ammo counters are not always displaying the correct values. See here: http://dengine.net/forums/vi...
- 14:37 Bug #897 (Closed): Shiny textures do not work
- It appears that shiny textures are not working presently.
*Labels:* Graphics - 09:51 Bug #896 (Closed): Console background flicker during fade in with resize
- It seems that the console background flickers on ATi video cards, if one resizes the console whilst it is fading in....
- 02:20 Bug #890: [Windows] Crash caused by SDL_mixer
- I was wrong, the older library did not fix this. But I noticed it happens with the same midi all the time (the one fr...
2010-04-14
- 21:12 Bug #890: [Windows] Crash caused by SDL_mixer
- "Seemingly random" in that to a user there does not seem to be a logical pattern; i.e., it does not crash every time ...
- 18:25 Bug #895: jHexen crashes at loading a map
- This appears to be the same as this issue: http://sourceforge.net/tracker/?func=detail&aid=2983702&group_id=74815&ati...
- 17:49 Bug #895 (Closed): jHexen crashes at loading a map
- Linux x86.
Happens both in beta6.8 and 6.9.
Crash happens right after choosing difficulty - doesn't happen in jDoo... - 18:22 Bug #896: Console background flicker during fade in with resize
- Not ATI specific. I can replicate the issue on my NVidia GTX 8800.
- 02:35 Bug #894 (Closed): MIDI Crashing Heretic Shadows of the Serpent Riders
- I noticed when I loaded my savegame on E6L3 it crashed when the music was about to play again for the 3rd time. It se...
2010-04-13
- 14:07 Bug #893 (Closed): [DOOM] IDMUS cheat broken (not DOOM2)
- As the sumarry suggests.
The numbers one must press to select each music track are currently messed up.
*Labels... - 13:12 Feature #1516 (New): [Heretic|Hexen] Add Doom-like option for fast monsters
- Now "-fast" for jHeretic work incorrect (gargoyles attack very rarely - they should attack more often, more agressive...
- 13:09 Feature #1515 (Closed): HHE support for Heretic
- Currently there is no Values.ded in jHeretic folder and jHeretic does not support HHE (DEH for Heretic).
Optional:... - 13:03 Feature #1514 (New): GZdoom-like HUD (showing more information)
- Possibility (cvar) to display all my ammo in the HUD (like in this screenshot http://i690.photobucket.com/albums/vv26...
- 13:03 Feature #1510: Uninstaller to remove all files
- Ok. Newer versions do include them though, so I'll consider the issue closed.
2010-04-11
- 23:53 Bug #892 (Closed): [Win] sys_input.c includes MSVC header
- engine/win32/sys_input.c (Windows DirectInput) includes the header "strsafe.h" which is MSVC-specific. To compile de...
- 11:55 Bug #888: [1.9.0-beta6.9 / Mac OS X 10.6] Wrong music track in jHexen
- I think I found the problem: http://deng.git.sourceforge.net/git/gitweb.cgi?p=deng/deng;a=commit;h=592f1556a8a38d728d...
2010-04-10
- 16:13 Bug #891 (Closed): [OpenAL] Wrong sounds played, incorrect 2D/3D pos
- When using the OpenAL plugin for sound effects there would appear to be a sound sample id tracking issue leading to t...
2010-04-09
- 15:11 Bug #890 (Rejected): [Windows] Crash caused by SDL_mixer
- Under Windows SDL_mixer will regularly cause a seemingly random crash (typically in mipmap.dll). This can fixed by fo...
- 12:33 Bug #890: [Windows] Crash caused by SDL_mixer
- Hmm, mine wasn't that random. It crashed exactly on the 3rd time the midi was about to repeat. Using an older version...
- 12:33 Bug #889 (Closed): Fatal error attempting to play Deathkings
- Attempting to play Deathkings of the Dark Citadel results in fatal error:
Rend_RenderSkyHemisphere: Sky layer with...
2010-04-08
- 16:00 Bug #888 (Closed): [1.9.0-beta6.9 / Mac OS X 10.6] Wrong music track in jHexen
- It seems track counter (or whatever) doesn't increase at level 1. In result menu music (or current level music if sta...
- 08:24 Bug #887 (Closed): [x64 Ubuntu] Crash when loading a level
- In the new doomsday Engine release 1.9.0-beta6.9
Running in Ubuntu 10.04 beta-1 64bit
after doomsday loads, go thro... - 01:44 Bug #886 (Closed): [Mac OS X 10.6] Items disappear in Hexen
- I played through Jdoom, Jdoom 2 and JHeretic without having this problem, but every time i go through a portal in JHe...
2010-04-06
- 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
- 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
- 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.
- 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... - 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...
- 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 ...
- 13:13 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
2010-04-04
- 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.
- 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...
- 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
- 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...
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