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From 2012-03-04 to 2012-03-17

2012-03-17

10:46 Bug #1010: [Chex] Visual inaccuracies
Fixed for 1.9.8 build #479 danij
10:44 Bug #1010: [Chex] Visual inaccuracies
I have attached an updated Chex Mob ded that includes all the above corrections and changes. vermil
08:47 Bug #1010 (Closed): [Chex] Visual inaccuracies
To match the original game a few things and states need to lose full bright and additive blending: the zombie man and... vermil

2012-03-16

18:36 Bug #1009: [Controls] Mouse for walk/sidestep is unbalanced
This was occurring because the Walk and Sidestep controls weren't properly clamped to -1..1 range (instead was much l... skyjake
18:36 Bug #1009 (Closed): [Controls] Mouse for walk/sidestep is unbalanced
I use the mouse for moving as with the original vanilla Doom. If I walk backwards by moving the mouse it feels the au... skyjake

2012-03-15

19:45 Bug #1007: [Doom] Sound emitter overlap handling
Reducing priority because I rather like that the active sounds are not cut off by the walking (makes sense logically)... skyjake

2012-03-14

07:45 Bug #988: [Heretic/Hexen] High-res title screen displayed incorrectly
Title screen of Heretic
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3ba33021/e658/attachment...
vvv1

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
 

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