Project

General

Profile

Activity

From 2012-03-07 to 2012-03-20

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
 

Also available in: Atom