Activity
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
- 10:44 Bug #1010: [Chex] Visual inaccuracies
- I have attached an updated Chex Mob ded that includes all the above corrections and changes.
- 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...
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...
- 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...
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)...
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...
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...
- 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...
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.
- 10:09 Bug #1003: [Hexen] SEGV during 3D weapon use
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b8af9a2d/b784/attachment/savegame.zip
- 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.
- 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...
- 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...
- 08:58 Bug #597: [Mac] Missing error dialog
- Will be addressed in the "qapp-based" branch for 1.9.8/9.
- 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...
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... - 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.
- 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
- 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...
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.
- 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...
- 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...
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 ...
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