Project

General

Profile

Activity

From 2012-03-06 to 2012-03-19

2012-03-19

17:15 Bug #990: [Doom] E3 intermission: various bloodsplats/arrows missing
- **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- **milestone**: v1.9.7 --> v1.9.10
danij
16:11 Bug #1012: [Controls] Sidestep is -1/0/+1 with no intermediate values
This was happening because the axis position was incorrectly interpreted when checking the Sidestep control's state.
...
skyjake
15:45 Bug #998: Detail texture appearance incorrect (vs. #364)
Related bug "Detail texture max distance ignored":
https://sourceforge.net/tracker/?func=detail&aid=3000206&group_id...
skyjake
15:09 Bug #1011: server-game-coop-nothing prevents player spawning
I've "fixed" this by removing the malfunctioning "server-game-coop-nothing" variable.
It'll return later if/when w...
skyjake
15:05 Bug #1011 (Closed): server-game-coop-nothing prevents player spawning
I tried setting up a (dedicated) co-op server with Doomsday 1.9.7_build439 with the following settings
server-game...
jeansanspeur

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
 

Also available in: Atom