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From 2012-02-29 to 2012-03-13

2012-03-13

14:37 Bug #987: [Linux/FreeBSD] Initial screen displayed incorrectly
Thanks for the analysis and patch, but I'm not going to apply it for the time being. SDL window management has alread... skyjake
14:36 Bug #987: [Linux/FreeBSD] Initial screen displayed incorrectly

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/67aeadc5/9869/attachment/doomsday-glViewport.pa...
vvv1

2012-03-12

11:38 Bug #1003: [Hexen] SEGV during 3D weapon use
The underlying issue (that of a degenerate subsector) has been fixed for Monday's build451. danij
10:09 Bug #1003: [Hexen] SEGV during 3D weapon use

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b8af9a2d/b784/attachment/savegame.zip
vvv1
10:27 Bug #567: Resolution always resets to 640x480
Will be affected by the changes in the "qapp-based" branch: I'm planning to implement persistent window geometry. skyjake
10:27 Bug #987: [Linux/FreeBSD] Initial screen displayed incorrectly
The problem appears due to double SDL_SetVideoMode. First SDL_SetVideoMode is called from createMainWindow() in dooms... vvv1
10:22 Bug #540: Alt+Tab disables mouse turning
Will be affected by the "qapp-based" changes. I think I'll add an event that tells the engine when focus is lost so t... skyjake
08:58 Bug #597: [Mac] Missing error dialog
Will be addressed in the "qapp-based" branch for 1.9.8/9. skyjake
08:46 Bug #1007: [Doom] Sound emitter overlap handling
Sound priorities defined in the definitions were being ignored. This was fixed for build 437; please recheck the soun... skyjake

2012-03-10

16:12 Bug #1003: [Hexen] SEGV during 3D weapon use
Some offline comments:
- - - - - - - - - - - -
This assert fails in P_NewParticle():
> pt->sector = R_PointInS...
skyjake
10:59 Bug #1003: [Hexen] SEGV during 3D weapon use
The patch from git does not fixes SEGV. The bug can be reproduced as described in the fitst message. vvv1
13:42 Bug #1009: [Controls] Mouse for walk/sidestep is unbalanced
Originally reported by simc: http://dengine.net/forums/viewtopic.php?f=7&t=1006#p6623 skyjake
13:35 Bug #1007: [Doom] Sound emitter overlap handling
The specific discrepancy I stated above is fixed (I used 438, but I assume that doesn't matter).
However a new dis...
vermil

2012-03-09

21:17 Bug #1008: HUD weapon discrepancy (in release build?)
I'm getting the "floating" end state in a Mac debug build, too. skyjake
21:17 Bug #1008 (New): HUD weapon discrepancy (in release build?)
Load Heretic with the attached DED in a _DEBUG build and switch to the Blaster. The weapon should fire, lower and rem... danij
12:08 Bug #1007 (New): [Doom] Sound emitter overlap handling
In the original game, the Cyber Demon and Spider Demon sight sounds were except from the rule (i.e. they were never c... vermil

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... skyjake
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.... skyjake

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/...
skyjake

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 ... skyjake
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. skyjake
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. ...
skyjake
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... vermil

2012-03-05

16:10 Bug #993: [Doom] "DDT" doesn't initially show up on player's arrow
- **labels**: jDoom Gameplay --> Doom, Automap
danij
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. skyjake
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... skyjake
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
skyjake
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...
vvv1
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... vvv1
11:30 Bug #1002: [Hexen] setres corrupts particle textures
Screenshot before setres
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cf3c1382/937f/attachmen...
vvv1
10:06 Bug #1002: [Hexen] setres corrupts particle textures
Will be addressed in the "qapp-based" branch. skyjake
10:06 Bug #1002: [Hexen] setres corrupts particle textures
Screenshot after setres
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/cf3c1382/21c0/attachment...
vvv1
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...
vvv1
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 ... skyjake
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...
vvv1
07:56 Bug #1001: make uninstall leaves share/snowberry directory
Applied patch. Thanks! skyjake
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
vvv1
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...
skyjake
03:54 Bug #995: [Doom] Shotgun Guy drops multiple Shotguns?

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/75299c8a/1dee/attachment/SHOTGUNTESTCASE1.ZIP
sonicdoommario
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... bsdtrhodes

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 ...
skyjake
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.
vermil
22:32 Bug #999: Ded flag translation mistake
Cannotpush is a 'mf2' flag.
Please have a look in flags.ded to see this.
vermil
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...
skyjake
21:27 Bug #999: Ded flag translation mistake
http://pastebin.com/GWiaCGxG vermil
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 ... vermil
20:38 Bug #992: [Doom] No slime in barrel (submodel alpha)
Thank you for the fix. vvv1
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.... skyjake
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. vvv1
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...
vermil
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...
skyjake
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
skyjake
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
skyjake
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... sonicdoommario
10:30 Bug #995: [Doom] Shotgun Guy drops multiple Shotguns?
Lowering priority based on rarity. skyjake
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 ... sonicdoommario

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... danij
12:56 Bug #994: Input box is too narrow in Save menu
- **priority**: 6 --> 5
skyjake
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...
vvv1
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... vvv1
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... sonicdoommario
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 =...
vvv1
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...
vvv1
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...
vvv1
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... sonicdoommario
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... sonicdoommario
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... skyjake
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... danij
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...
skyjake

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 danij
13:38 Bug #346: Overriding Map Info in addons (level par time; jdep)
Fixed in 1.9.7? skyjake
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 ... danij
13:24 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
Does the ringzero resource validity checks address this at all? skyjake
18:50 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
Yes this was addressed for 1.9.7. danij
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? skyjake
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... skyjake
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 ... stavstav2
18:31 Bug #456: Message font graphics
Yep, fixed. danij
12:05 Bug #456: Message font graphics
Fixed for 1.9.7? skyjake
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 ... danij
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... danij
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...
danij
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... danij
11:32 Bug #566: [Resampler] Low quality sound samples play distorted
Occurs with FMOD, I take it? skyjake
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... danij
11:30 Bug #540: Alt+Tab disables mouse turning
Should be fixed? skyjake
15:47 Bug #800: Heretic and HeXen: hud weapon graphics set too low
I meant to say Beta6.7 above. vermil
15:03 Bug #874: [Hexen] Stalker gib levitates
- **labels**: jHexen Gameplay --> Hexen
danij
14:45 Bug #799: [Hexen] Excessive Wind sounds
Fixed the way the Wind sounds are played and prioritized for 1.9.8. skyjake
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...
skyjake
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. skyjake
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
danij
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 ... vermil
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
vermil
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... danij
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 ... skyjake
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 ... skyjake
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. danij
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
vermil
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...
arclore
12:32 Bug #579: [OpenAL] No sound after startup (sometimes)
Decreased priority because FMOD is now available. skyjake
12:01 Bug #919: [Doom] Blast damage algorithm
Not as yet no, this still needs addressing. danij
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 danij
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...
danij
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...
danij
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 ... skyjake
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...
skyjake
08:41 Bug #989: [Dedicated] Server fatal error due to GL texture manager
This was in Doom2 co-op. skyjake

2012-03-01

22:18 Bug #988: [Heretic/Hexen] High-res title screen displayed incorrectly
I can reproduce this in Heretic. skyjake
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...
vvv1
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... vvv1
21:31 Bug #987: [Linux/FreeBSD] Initial screen displayed incorrectly
May be affected by the changes in the "qapp-based" branch. skyjake
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 ... vvv1

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... vermil
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? skyjake
15:48 Bug #980: Heretic - Sky not rendering correctly
- **labels**: Graphics --> Graphics, Heretic
- **status**: pending --> wont-fix
skyjake
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... skyjake
15:24 Bug #223: Unix: Tilde expansion issues
Typing ~ in the console has been fixed for 1.9.8. skyjake
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...
skyjake
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... vvv1
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...
danij
13:17 Bug #567: Resolution always resets to 640x480
It's very old and annoying problem. And there is no updates from 2008. vvv1
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... danij
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...
vvv1
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
vvv1
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 ... vvv1
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... vermil
 

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