Activity
From 2010-04-07 to 2010-04-20
2010-04-20
- 23:40 Revision e869c994 (github): Clean up.
- 22:26 Revision 5eb818a5 (github): Split the vector graphic stuff currently used only in the automap into its own source files.
- 18:30 Revision eee9b175 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 18:29 Revision a3ba04a3 (github): Fixed All games: The automap display was being drawn behind the "ReadThis" helpscreens even though it could not be seen.
- 18:12 Revision 4e0d2899 (github): Changed All games: The map title display is now drawn for each viewport instead of over all viewports.
- Fixed All games: Other HUD displays were being drawn behind the "ReadThis" helpscreens even though they could not be ...
- 16:39 Bug #899 (Closed): XG stops working when loading a save game
- With this wad, the XG seems to stop working on the current map 1.9 Beta6.9 if one loads a save game.
For instance ... - 10:03 Revision 66533808 (github): Misc cean up.
- 09:37 Revision aa831464 (github): Cleaned up the auto-spawn of mobjs during map load somewhat.
- 06:44 Revision bd216f24 (github): Removed comparison check at map load time which would result in a fatal error if the number of players was greater than the number of deathmatch spots. At this point in time, there will only ever be one player at most in the map (the server player).
- 06:38 Revision 7c127655 (github): Moved the global brain targets array an associated vars into braindata_t for neatness.
- 03:32 Revision 9cba651c (github): Fixed DOOM: At easy skill modes, the boss brain will only spit a BOSSCUBE every other time A_BrainSpit is called. However the value used to keep track of this was not stored in saved games.
- 03:02 Revision a8dafdc4 (github): Fixed DOOM: Dynamically spawned BOSSTARGETs (e.g., using the spawnmobj ccmd) only worked as expected if the player saved the game and then loaded it (at which point the target would be added to list of known boss brain targets).
- Fixed DOOM: Upon loading a saved game duplicate BOSSTARGETs would be spawned. Note that this would have no visible ef...
- 01:52 Revision 877643e4 (github): Changed playerstart_t, removing the information duplicated from the associated mapspot_t and instead referencing it in the mapSpots array.
- 01:05 Revision e6a5e48e (github): Changed Heretic boss and mace spots to indices into the main mapSpots array.
2010-04-19
- 22:16 Revision 56af5d4d (github): Moved interpretation of archived map linedef flags into the map converter plugin thus making it responsible.
- Revised method of handling the ML_MAPPED flag to work at player spawn time rather than on map start. I'm pretty sure ...
- 19:22 Bug #616: Map Cheat Resets from Map to Map
- Fixed for 1.9.0-Beta6.10
- 05:54 Revision f382a7db (github): Fixed All Games: When using lookspring the view pitch would not center when sidestepping left.
- 03:29 Revision 14708490 (github): Fixed issues with non-power-of-two textures. It would appear that in order to load them, glTexImage2D requires the source data to have an alpha channel regardless whether you specify the load format as GL_RGB. Either this is a bug in my driver or *something* is wrong somewhere as this just don't make much logical sense to me.
- Anyway, I've changed the texture uploading as necessary in order to get this working and have now enabled use of nonp...
2010-04-18
- 15:05 Revision 187332cd (github): Fixed console shadow alpha.
- 10:07 Revision d819ddcd (github): Fixed All Games: Do not do the text glitter/shadow effect for the space character.
- 10:00 Revision 037e3af4 (github): Fixed DOOM: Flickering of the Tower of Babel on the episode two intermission (present in the original game).
- 08:53 Revision 2a3e0858 (github): Fixed DOOM: Both the idclip and idspispopd cheats worked in all variants of DOOM.
- 07:50 Bug #491: Tiny blood splat editing bug
- Duplicate of bug #1498037 https://sourceforge.net/tracker/?func=detail&aid=1498037&group_id=74815&atid=542099
- 07:48 Revision c462ddbc (github): Changed Hexen: Position the inventory left/right indicators relative to the number of visible slots.
- 07:47 Bug #347: getting stuck in walls (doom1)
- Fixed in 1.9.0-Beta6.9
- 07:44 Bug #446: Can not walk along walls - gets stuck - beta5
- Fixed in 1.9.0-Beta6.9
- 07:38 Bug #735: [ATI] OpenGL crash upon starting map (Catalyst AI)
- Is this issue still present in the latest 1.9.0-Beta6.9 release?
- 07:34 Bug #796: Automap updating whilst fading away
- Fixed for 1.9.0-beta6.8
- 06:14 Revision 929da6ed (github): Fixed: Console background flicker during fade-in whilst resizing. (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2987618&group_id=74815&atid=542099)
- Changed: Tweaked console min-height to leave a gap 1/4th of line height above the command line.
Changed: CVars "con-a... - 04:21 Bug #887: [x64 Ubuntu] Crash when loading a level
- _(originally posted by anonymous SF.net user)_
I installed Kees karmic(9.10) 32bit build on my lucid(10.04) 64bit in... - 04:13 Bug #898: [DOOM] HUD ammo counters display incorrect values
- I think I see the problem here:
The small yellow counters on the right side of the statusbar - the values are not ... - 04:11 Revision 45c2afd0 (github): Removed include of the MSVC-specific strsafe.h from engine/win32/sys_input.c as this file no longer makes use of it. Fixes bug #2985633 (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2985633&group_id=74815&atid=542099).
- 04:02 Revision 2f4bdc88 (github): Fixed DOOM: "IDMUS cheat broken (not DOOM2)". (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2986498&group_id=74815&atid=542099)
- 03:06 Bug #897: Shiny textures do not work
- I've just tried HexenShineExample.pk3 for myself and shiny textures appear to be working just fine for me.
- 01:17 Bug #896: Console background flicker during fade in with resize
- Fixed for 1.9.0-Beta6.10
- 01:11 Bug #893: [DOOM] IDMUS cheat broken (not DOOM2)
- Fixed for 1.9.0-Beta6.10
- 01:02 Bug #894: MIDI Crashing Heretic Shadows of the Serpent Riders
- This appears to be the same as this issue: http://sourceforge.net/tracker/?func=detail&aid=2984519&group_id=74815&ati...
- 00:29 Bug #900: deprecated png members in gl_png.c
- doomsday/engine/portable/src
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/10124b5c/239e/attac...
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
- 20:06 Revision f231e517 (github): Removed garbage code left behind from debugging.
- 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
- 15:29 Revision 0a5a41b8 (github): Fixed Hexen: Fatal error attempting to play Deathkings of the Dark Citadel.
- 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... - 01:55 Revision 15bca57f (github): Changed All Games: Further tweaked player/mobj movement friction and deceleration.
- 01:23 Revision 814ef06d (github): Fixed DOOM: HUD weapons vertically offset four pixels lower than in the original game.
- 01:19 Revision 06ad94f1 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
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...
2010-04-07
- 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.
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