Activity
From 2012-02-24 to 2012-03-08
2012-03-08
- 12:13 Bug #1006: [Busy Mode] Screen capture malformed at some resolutions
- This will be affected by the "qapp-based" branch: the drawing canvas can be captured easily with Qt. We could then cu...
- 12:09 Bug #1006 (Closed): [Busy Mode] Screen capture malformed at some resolutions
- When running with a resolution such as 1366x768, the screen capture done by busy mode for the transition effect (e.g....
2012-03-07
- 09:57 Bug #1006: [Busy Mode] Screen capture malformed at some resolutions
- Bad screen capture for busy transition
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/636fa1db/...
2012-03-06
- 15:59 Bug #1005: GL error when drawing HUD ammo (msg-show 0)
- Fixed for 1.9.8. It was caused by GL matrix stack overflow due to a missing stack pop when the HUD log messages were ...
- 15:21 Bug #1005: GL error when drawing HUD ammo (msg-show 0)
- It appears the GL error occurs when msg-show is set to zero.
- 15:20 Bug #1005 (Closed): GL error when drawing HUD ammo (msg-show 0)
- 1. Run with the attached .cfg file.
2. Start a game (doom1-ultimate E1M1), wait for the map title to disappear.
3. ... - 10:53 Feature #1555 (Rejected): Add dynamic lights without having to alter the mob def
- Currently one can only add dlights to individual mob states that are full bright or whose mob defs have the mf2_alway...
2012-03-05
- 16:10 Bug #993: [Doom] "DDT" doesn't initially show up on player's arrow
- - **labels**: jDoom Gameplay --> Doom, Automap
- 16:02 Bug #992: [Doom] No slime in barrel (submodel alpha)
- Spotted one more instance of incorrect submodel alpha; now jdrp101+11a+fixes.pk3 works correctly, too.
- 07:14 Bug #992: [Doom] No slime in barrel (submodel alpha)
- Opening for further investigation. The submodel alpha seems to fix the barrel in jDRP 1.01, but does not affect jdrp1...
- 13:51 Bug #1005: GL error when drawing HUD ammo (msg-show 0)
- Doom game config
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7a20474f/3633/attachment/game.cfg
- 13:50 Bug #1004: [Hexen] 3D Tree_Destructive appearance is incorrect
- Tree_Destructive, build427
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e31334bb/e6b3/attachm... - 13:48 Bug #1004 (New): [Hexen] 3D Tree_Destructive appearance is incorrect
- 3D Tree_Destructive looks light grey but should be light brown as in older versions. Please, look at the attached scr...
- 11:30 Bug #1002: [Hexen] setres corrupts particle textures
- Screenshot before setres
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cf3c1382/937f/attachmen... - 10:06 Bug #1002: [Hexen] setres corrupts particle textures
- Will be addressed in the "qapp-based" branch.
- 10:06 Bug #1002: [Hexen] setres corrupts particle textures
- Screenshot after setres
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cf3c1382/21c0/attachment... - 10:05 Bug #1002 (Closed): [Hexen] setres corrupts particle textures
- After setres X Y particle textures are not displayed during effects produced by Generator.
How to reproduce:
1. S... - 10:45 Bug #1003: [Hexen] SEGV during 3D weapon use
- The crash was caused by null pointer access. Some of the particles created by the "lightning" hit effect didn't have ...
- 10:45 Bug #1003 (Closed): [Hexen] SEGV during 3D weapon use
- Using 3D weapon near walls causes segmentation fault.
How to reproduce:
1. Copy Axe 3D model from http://coloca... - 07:56 Bug #1001: make uninstall leaves share/snowberry directory
- Applied patch. Thanks!
- 07:56 Bug #1001 (Closed): make uninstall leaves share/snowberry directory
- make uninstall leaves empty share/snowberry directory. The attached patch fixes the issue.
*Labels:* Build System - 03:54 Bug #995: [Doom] Shotgun Guy drops multiple Shotguns?
- _(originally posted by anonymous SF.net user)_
I've had this happen a few times. I don't think the problem is multip... - 03:54 Bug #995: [Doom] Shotgun Guy drops multiple Shotguns?
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/75299c8a/1dee/attachment/SHOTGUNTESTCASE1.ZIP
- 00:21 Bug #1000 (Closed): [Heretic MP] SEGV during item use (2 clients)
- When playing a network Heretic game, from a dedicated server and two players, using an item causes a SIGSEGV on my Ce...
2012-03-04
- 22:56 Bug #1000: [Heretic MP] SEGV during item use (2 clients)
- Fixed for 1.9.8 (in Friday's build #476).
The client was attempting to play the Use sound of an invalid inventory ... - 22:49 Bug #999: Ded flag translation mistake
- Ah. I seem to have made a mistake and forgotten the '2' on some of the 'flag2'.
My apologies. - 22:32 Bug #999: Ded flag translation mistake
- Cannotpush is a 'mf2' flag.
Please have a look in flags.ded to see this. - 21:30 Bug #999: Ded flag translation mistake
- All flags in a Thing's Flags2 field must be "mf2_" flags. It is illegal to use "mf_" flags in it.
Therefore, the D... - 21:27 Bug #999: Ded flag translation mistake
- http://pastebin.com/GWiaCGxG
- 21:26 Bug #999 (Closed): Ded flag translation mistake
- The old format mob flag 'mf2_cannotpush', from this ded, seems to accidently be translated to 'mf2_mf_cannotpush' in ...
- 20:38 Bug #992: [Doom] No slime in barrel (submodel alpha)
- Thank you for the fix.
- 19:05 Bug #992: [Doom] No slime in barrel (submodel alpha)
- I fixed the issue of the missing slime, which was caused by an incorrect number type for alpha in the submodel setup....
- 17:44 Bug #992: [Doom] No slime in barrel (submodel alpha)
- Previous assumption about ded parsing is incorrect. Flag "shadow1" makes Barrel-Slime.md2 model invisible.
- 16:06 Bug #992: [Doom] No slime in barrel (submodel alpha)
- Maybe not entirely on topic.
But I will agree that at least some old format flags don't appear to be being converted... - 12:24 Bug #998 (Closed): Detail texture appearance incorrect (vs. #364)
- See http://dengine.net/forums/viewtopic.php?f=7&t=970
Problem with loading/processing the detail texture image for... - 12:18 Bug #997 (New): [Hexen] Player gets stuck in turning polyobjs
- See http://dengine.net/forums/viewtopic.php?f=15&t=979
*Labels:* Hexen, Polyobjs - 12:15 Bug #996 (Closed): [Controls menu] Crash when binding an item use shortcut
- See http://dengine.net/forums/viewtopic.php?f=7&t=967
*Labels:* User Interface - 12:09 Bug #995: [Doom] Shotgun Guy drops multiple Shotguns?
- Ok, it appears I encountered this issue. I uploaded a zip file which contains screenshots, the doomsday.out, and a sa...
- 10:30 Bug #995: [Doom] Shotgun Guy drops multiple Shotguns?
- Lowering priority based on rarity.
- 10:30 Bug #995 (New): [Doom] Shotgun Guy drops multiple Shotguns?
- This has happened to me on occasion while playing Doomsday. Sometimes, I will kill a single Shotgun and he will seem ...
2012-03-03
- 21:16 Feature #1554 (New): [Hexen] Remove fixed MAX_TID_COUNT limit
- Vanilla Hexen has a fixed limit on the number of mobjs which can be given a TID (MAX_TID_COUNT:200). This fixed limit...
- 12:56 Bug #994: Input box is too narrow in Save menu
- - **priority**: 6 --> 5
- 12:55 Bug #994: Input box is too narrow in Save menu
- Save Game menu in Heretic
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/a226f15e/58c3/attachme... - 12:54 Bug #994 (Closed): Input box is too narrow in Save menu
- Input box is too narrow in Save Game menu. It allows to enter savegame name over the right border. Also, the right bo...
- 12:53 Bug #993 (Rejected): [Doom] "DDT" doesn't initially show up on player's arrow
- In Vanilla Doom, if you used the IDDT cheat, Dave D. Taylor's initials would be placed on the white arrow representin...
- 12:39 Bug #992: [Doom] No slime in barrel (submodel alpha)
- It could be fixed by changing Flags in D-Barrel.ded:
Model {
State = "BAR1"
Flags = autoscale
Inter =... - 12:38 Bug #992: [Doom] No slime in barrel (submodel alpha)
- Barrel without slime in Doomsday 1.9.7 stable
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/97... - 12:37 Bug #992 (Closed): [Doom] No slime in barrel (submodel alpha)
- 3D-model of barrel is displayed without slime in it. I'm not sure is it an issue of engine or the model.
How to re... - 10:26 Bug #991 (Closed): [Doom] IDBEHOLDx cheat not completely functional
- 1) In Vanilla Doom, when pressing the IDBEHOLD part of the cheat, the game will prompt you with a message to select a...
- 09:58 Bug #990 (Closed): [Doom] E3 intermission: various bloodsplats/arrows missing
- On the episode 3 intermission screen in Ultimate Doom, there are several bloodsplats (indicating that a level is fini...
- 04:44 Bug #566: [Resampler] Low quality sound samples play distorted
- FMOD should be capable of playing any sample frequency as it does it's own mixing/interpolation. Doomsday shouldn't b...
- 04:30 Feature #1517: Autoselect missing interfaces from other audio plugins
- Should Doomsday intelligently try to complete the available audio interfaces whenever possible? For example, if the u...
- 04:28 Bug #346: Overriding Map Info in addons (level par time; jdep)
- Ah yes, this was about the definitions.
The earlier suggested solution of hiding the par time if undefined seems t...
2012-03-02
- 18:59 Bug #346: Overriding Map Info in addons (level par time; jdep)
- No, this isn't fixed in 1.9.7
- 13:38 Bug #346: Overriding Map Info in addons (level par time; jdep)
- Fixed in 1.9.7?
- 18:53 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- No, the logic is the same as are the lists of lumps used to validate the IWADs. We still need a copy of this IWAD to ...
- 13:24 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- Does the ringzero resource validity checks address this at all?
- 18:50 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- Yes this was addressed for 1.9.7.
- 13:22 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- Was this addressed in the recent menu changes for 1.9.7/8?
- 18:44 Feature #1517: Autoselect missing interfaces from other audio plugins
- In 1.9.8 it is possible to pick and choose which audio interface to use for SFX, Music, and CD audio. So for instance...
- 12:52 Feature #1517: Autoselect missing interfaces from other audio plugins
- all have the same prob, it seems they went backwards for a while, beta 6 and 7 do not even play midis, which is the ...
- 18:31 Bug #456: Message font graphics
- Yep, fixed.
- 12:05 Bug #456: Message font graphics
- Fixed for 1.9.7?
- 18:29 Bug #920: pain elementals not spitting lost souls in lower lvls doom2.
- This is normal. In the original games, Pain Elementals will only spit Lost Souls if there is less than 21 of them on ...
- 17:34 Bug #922: heretic jhrp models not loading 6.9
- This sounds like you haven't loaded them. Enable verbose messages and check your doomsday.out to see what is being lo...
- 16:56 Feature #1525: Allow gaps in Sprite animation frame sets
- Upon discussion with Vermil this report should be interpreted thus:
Artifact is a behavioural difference between D... - 16:51 Bug #566: [Resampler] Low quality sound samples play distorted
- It occurs with any of the audio drivers. This issue appears to be a result of the upsample conversion in the engine i...
- 11:32 Bug #566: [Resampler] Low quality sound samples play distorted
- Occurs with FMOD, I take it?
- 16:50 Bug #540: Alt+Tab disables mouse turning
- No this still occurs. I've been thinking it could be our own alt_is_down state that is going out of sync. I'll see if...
- 11:30 Bug #540: Alt+Tab disables mouse turning
- Should be fixed?
- 15:47 Bug #800: Heretic and HeXen: hud weapon graphics set too low
- I meant to say Beta6.7 above.
- 15:03 Bug #874: [Hexen] Stalker gib levitates
- - **labels**: jHexen Gameplay --> Hexen
- 14:45 Bug #799: [Hexen] Excessive Wind sounds
- Fixed the way the Wind sounds are played and prioritized for 1.9.8.
- 13:46 Bug #869: [Doom] E1M7 Comp Station column stuck
- Offline comments from danij:
"It seems to me that you were on the right track with it being a precision issue, how... - 11:52 Bug #869: [Doom] E1M7 Comp Station column stuck
- Raised to maximum priority as the issue has wider-ranging implications for playsim accuracy/compatibility.
- 13:31 Bug #891: [OpenAL] Wrong sounds played, incorrect 2D/3D pos
- - **status**: open --> fixed
- **assigned_to**: Jaakko Keränen
- **Milestone**: v1.9.0-beta6 --> v1.11
- 13:30 Bug #671: [Heretic] Enemy missile spreads have incorrect vertical aim
- From a game play perspective, this issue has become bigger since I posted it; it now also effects missile spreads on ...
- 13:29 Bug #671: [Heretic] Enemy missile spreads have incorrect vertical aim
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6c537575/7ce2/attachment/heretic-ext-000.jpg
- 13:22 Bug #976: Fakeradio: One sided mid textures
- Are you saying you think the shadow should disappear when you are viewing it from behind the one-sided surface that c...
- 13:17 Bug #389: particles & models/sprites not drawn correctly
- This is caused by the Z sorting of particles, which IIRC is done separately with regard to everything else. Needs to ...
- 13:07 Bug #837: [Controls menu] Able to delete Menu Select binding
- Fixed for 1.9.8. When deleting the "menuselect" bindings, the default binding to Return is automatically restored so ...
- 13:06 Bug #956: [Doom] Boss cubes crash on spawn if lacking mf_noclip
- Requires re-testing, this may have been fixed since the report was opened.
- 12:54 Bug #857: Transparent texture clamp on upper/lower wall sections
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3645c7eb/d593/attachment/HTEST.wad
- 12:53 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
- missing skull
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7ef55fb0/18bf/attachment/doom1-ult... - 12:32 Bug #579: [OpenAL] No sound after startup (sometimes)
- Decreased priority because FMOD is now available.
- 12:01 Bug #919: [Doom] Blast damage algorithm
- Not as yet no, this still needs addressing.
- 11:44 Bug #917: SegFault on loading WAD
- Is this the same issue? http://sourceforge.net/tracker/?func=detail&aid=2983702&group_id=74815&atid=542099
- 11:39 Bug #921: Blockmap-defined Linedef crossing order
- It was partly addressed (I replaced the BOOM algorithm with the original idbsp logic).
However the larger issue he... - 11:27 Bug #890: [Windows] Crash caused by SDL_mixer
- - **summary**: [Windows] Crash caused by SDL_mixer (process affinity) --> [Windows] Crash caused by SDL_mixer
- **ass... - 11:21 Bug #989: [Dedicated] Server fatal error due to GL texture manager
- This occurs because the dedicated mode finale script interpreter is trying to set up a sprite animation sequence and ...
- 11:20 Bug #989 (Closed): [Dedicated] Server fatal error due to GL texture manager
- It appears the dedicated server is still trying to access the GL texture manager via some route (intermission?):
G... - 08:41 Bug #989: [Dedicated] Server fatal error due to GL texture manager
- This was in Doom2 co-op.
2012-03-01
- 22:18 Bug #988: [Heretic/Hexen] High-res title screen displayed incorrectly
- I can reproduce this in Heretic.
- 22:17 Bug #988: [Heretic/Hexen] High-res title screen displayed incorrectly
- Title screen of Hexen
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3ba33021/3a8f/attachment/t... - 22:12 Bug #988 (Closed): [Heretic/Hexen] High-res title screen displayed incorrectly
- Title picture from high resolution UI displayed incorrectly in Heretic and Hexen (tested heretic-ext and hexen). No p...
- 21:31 Bug #987: [Linux/FreeBSD] Initial screen displayed incorrectly
- May be affected by the changes in the "qapp-based" branch.
- 20:46 Bug #987 (Closed): [Linux/FreeBSD] Initial screen displayed incorrectly
- Initial screen (spinning wheel on black background) displayed incorrectly if screen resolution more than 640x480. It ...
2012-02-29
- 20:02 Bug #986 (Closed): [Heretic] Flying bad guys no Z check
- In Heretic, flying bad guys don't check whether a Z movement will lead to them going inside another mob and hence get...
- 12:57 Bug #986: [Heretic] Flying bad guys no Z check
- Applied a Z check after a valid XY move for build 474. Is this a sufficient fix?
- 15:48 Bug #980: Heretic - Sky not rendering correctly
- - **labels**: Graphics --> Graphics, Heretic
- **status**: pending --> wont-fix
- 15:29 Bug #245: [Mac] Window mode (and mouse)
- The windowed mode behavior is largely dictated by SDL, which we cannot influence. The cursor is released to move outs...
- 15:24 Bug #223: Unix: Tilde expansion issues
- Typing ~ in the console has been fixed for 1.9.8.
- 14:59 Feature #1292: Specify skin texture in Model def
- Logged In: YES
user_id=717323
Done.
But it's like this:
Model {
Sub {
Skin file = "skin-file-n... - 14:22 Bug #567: Resolution always resets to 640x480
- Yes, of course. I do it every time (in sh script). But it will bu much better to set resolution from cfg file. I've r...
- 13:32 Bug #567: Resolution always resets to 640x480
- Are you aware that you can set the window dimensions from the command line?
For example:
-wh 2048 1536
or
-w 20... - 13:17 Bug #567: Resolution always resets to 640x480
- It's very old and annoying problem. And there is no updates from 2008.
- 13:07 Bug #958: XG: when_last and count line types
- That is because when_last is a (de)activation requirement, not a (de)activation method/trigger. You must still trigge...
- 12:57 Bug #985 (Closed): "make install" requires root permissions to update apt files
- I could not install doomsday to home directory because "make install":
mkdir: /etc/apt: Permission denied
*** Err... - 12:28 Bug #985: "make install" requires root permissions to update apt files
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/2d3c72a8/ed8c/attachment/deng-apt-check.patch
- 12:28 Bug #984 (Closed): Unable to compile on FreeBSD
- Compilation failed on FreeBSD while building doomsday. It could not find libld.so that is absent. The attached patch ...
- 09:47 Feature #1553 (Rejected): Align crosshair with actual line of fire
- Weapon fire in Doom is slightly above the centre of the screen, however Dday and other ports draw the crosshair at th...
2012-02-26
- 10:07 Bug #966: [Doom] Use of CWILV graphics on automap
- - **Priority**: 4 --> 6
2012-02-25
- 17:56 Bug #566: [Resampler] Low quality sound samples play distorted
- DOOM2 uses an odd sample rate for the db shotgun that is currently misprocessed.
- 17:32 Bug #966: [Doom] Use of CWILV graphics on automap
- A compatibility cvar that restricts the use of CWILV graphics to the intermission?
Later on we should implement a ... - 15:54 Bug #962: Crashing when returning to Shadow Wood
- Doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/50af687a/72fe/attachment/doomsday.out
2012-02-24
- 21:43 Bug #984: Unable to compile on FreeBSD
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/ab79718d/bed7/attachment/deng-freebsd.patch
- 20:58 Bug #983: Segmentation violation on start
- The issue with -stdbasedir (-sbd) not working as expected on Windows should now be fixed for Monday's build.
- 20:57 Bug #983: Segmentation violation on start
- Finally I was able to start newest builds. I started Doom from "I:\Games\Doomsday\snowberry\runtime" with the followi...
- 15:20 Bug #983: Segmentation violation on start
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3ef08989/8391/attachment/doomsday.out
- 14:59 Bug #600: Win32: No IWAD => startup hangs
- Addressed both by ringzero and improved busy mode error handling.
- 14:56 Bug #736: Player acceleration and movement
- Fixed for 1.9.7 stable: sharp toggle events, late processing, sharp movement logic.
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