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From 2012-04-08 to 2012-04-21

2012-04-21

14:27 Bug #1004: [Hexen] 3D Tree_Destructive appearance is incorrect
Tree_Destructive, 1.9.0 beta6.9
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e31334bb/2582/at...
vvv1

2012-04-20

17:24 Bug #1003: [Hexen] SEGV during 3D weapon use
Pushed a fix that omits all particles in a NULL sector from rendering. skyjake
13:36 Bug #1003: [Hexen] SEGV during 3D weapon use
I think the best we can hope to achieve with this issue at present is to quietly kill any particle which ends up in a... danij
14:57 Bug #1010: [Chex] Visual inaccuracies

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c198f92f/a7ec/attachment/objects.ded
vermil
14:50 Bug #1012: [Controls] Sidestep is -1/0/+1 with no intermediate values
I tried 1.9.8 but now I can't get any joystick axis to work. I still have 1.9.7 installed and the joystick still work... smoothshoes
13:49 Bug #1032: [Heretic] Badguy auto/raise lower to camera
- **labels**: jHeretic Gameplay --> Heretic
- **summary**: Badguy auto/raise lower to camera --> [Heretic] Badguy aut...
danij
13:45 Bug #1031: Shootable triggers and freelook
Ok, let's try to reword the below to be clearer:
This may occur in Dday due to a remnant of the original hitscan c...
vermil
13:44 Bug #1031: Shootable triggers and freelook
"This may occur in Dday due to a remnant of the original hitscan
code;"
Correcting an important typo.
vermil
13:35 Bug #1031: Shootable triggers and freelook
This may occur in Vanilla Heretic due to a remnant of the original hitscan code;
In the original Heretic, hitscan ...
vermil
13:31 Bug #1031: Shootable triggers and freelook
Tested in both Doom and Heretic and this issue occurs with ranged hitscan attacks in both games.
HeXen has no rang...
vermil
13:31 Bug #1031 (New): Shootable triggers and freelook
Attached is a test wad featuring a shootable switch.
Look at the switch, then aim at the floor or ceiling and fire...
vermil
13:20 Feature #1556: [InFine] Randomized placement/selection
Following that logic, the ability to randomly select from a range of graphics; say BOB1-5. vermil
11:03 Feature #1557 (Closed): Jpeg support for model skins
The summary speaks for itself; jpegs aren't the highest quality image format, but why can't Dday add jpeg to the list... vermil

2012-04-19

15:34 Bug #986: [Heretic] Flying bad guys no Z check
Closing this report. Other cases of stuck monsters should be handled under other bug reports. skyjake
06:56 Bug #986: [Heretic] Flying bad guys no Z check
I've made some new changes that prevent Imps from getting stuck in barrels in E1M1. They will be included in Friday's... skyjake
13:29 Bug #1031: Shootable triggers and freelook

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cee9d50/c098/attachment/ShootTriggerTest.wad
vermil
13:21 Bug #1030: [Hexen] SEGV
This is likely caused by the issue listed first on the todo list:
http://skyjake.fi/dl/public_todo_for_stable_1.9.8.txt
skyjake
13:21 Bug #1030 (Closed): [Hexen] SEGV
Something changed between build465 and 469. Hexen terminates in a few seconds of playing.
How to reproduce:
1. St...
vvv1
09:11 Bug #1029: Switch sound origin
- **milestone**: v1.9.7_Unstable --> v1.9.7
skyjake
08:14 Bug #1029 (Closed): Switch sound origin
http://www.dengine.net/forums/viewtopic.php?f=9&p=6818#p6818
In Vanilla, the switch code specifies that a switch s...
vermil
07:45 Bug #212: [Hexen MP] "setclass" cmd should be a cheat
For 1.9.8, "setclass" will be applied in a deferred way when the player (re)spawns. skyjake

2012-04-18

16:28 Bug #986: [Heretic] Flying bad guys no Z check
OK, in that case I won't try to alter that part of the behavior and focus only on preventing flying enemies from gett... skyjake
15:31 Bug #986: [Heretic] Flying bad guys no Z check
From my observations;
In the original Heretic, flying bad guys do not attempt to raise/lower over any solid mob; t...
vermil
14:41 Bug #986: [Heretic] Flying bad guys no Z check
What is the behavior in the original Heretic: when gargoyles have descended to the player's eye height, will they ris... skyjake
06:00 Bug #986: [Heretic] Flying bad guys no Z check
Unfortunetely, the issue remains in 474. vermil
15:59 Bug #973: [Map Converter] Crashes on linedefs with no front or back
Lowering priority as such constructs no longer produce a fatal error (they still aren't handled correctly, however). danij
07:55 Bug #973: [Map Converter] Crashes on linedefs with no front or back
No, this issue is an unrelated but similar issue which also needs special attention. This should be addressed by addi... danij
15:46 Bug #376: [Hexen MP] Weapons for all player classes
You make a good point, but this goes more into the Feature Request territory.
The fix that was applied actually is...
skyjake
15:42 Bug #376: [Hexen MP] Weapons for all player classes
I'd like to throw in that the weapon pickups are only a part of this issue; the same issue is applicable to any mob i... vermil
14:52 Bug #376: [Hexen MP] Weapons for all player classes
Fixed for 1.9.8.
In co-op mode, weapons for all classes are spawned.
skyjake
14:06 Bug #1001: make uninstall leaves share/snowberry directory

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/8a70171e/c37b/attachment/snowberry-uninstall.pa...
vvv1
11:29 Feature #1581: Melee attacks affected by looking up/down
What is the original behavior in Heretic and Hexen? skyjake
08:33 Feature #1581 (Rejected): Melee attacks affected by looking up/down
In all games, short range ('melee attacks') hitscan attacks (i.e. Fists, Gauntlets, Timons Axe etc) don't aim where y... vermil
10:44 Feature #1578: "doom-all" folder
The closest thing we have on the roadmap is the "game mode hierarchy":
http://dengine.net/dew/index.php?title=Game...
skyjake
05:52 Bug #869: [Doom] E1M7 Comp Station column stuck
This won't be a technical comment, but on HeXen Death Kings, Map 35, there appears to be a similar case to the Doom E... vermil

2012-04-17

15:01 Bug #1029: Switch sound origin
To throw a little more into this; one can see that even the Iwad maps were clearly made expecting the 'bugged' behavi... vermil
14:36 Bug #1028: [X11] setres issue in fullscreen mode
That is an unrelated (already known) issue related to updating UI widget geometry after a window resize.
Closing t...
skyjake
14:09 Bug #1028: [X11] setres issue in fullscreen mode
It works fine now. The only issue with the gap between lines in resolution list. After changing resolution font size ... vvv1
12:27 Bug #1028: [X11] setres issue in fullscreen mode
How about with commit 1b28f397? skyjake
12:27 Bug #1028 (Closed): [X11] setres issue in fullscreen mode
Changing resolution with control panel or by setres in fullscreen mode corrupts screen output. After changing resolut... vvv1
11:08 Bug #1027: [Doom] PWAD no longer loads
I might be overstepping what is possible here, but is it possible to make the load console command refuse to load a f... vermil
09:02 Bug #1025: [X11] Jerky mouse movement
Now it's fixed. Thanks. vvv1

2012-04-15

19:10 Bug #1025: [X11] Jerky mouse movement
Please try commit 444257d, any difference? skyjake
14:55 Bug #1025: [X11] Jerky mouse movement
I've tested ge74cc22. But nothing changed. vvv1
14:54 Bug #1025: [X11] Jerky mouse movement
Also, bear in mind that mouse filtering is presently completely absent; re-implementing a filter for the movement wil... skyjake
18:56 Bug #1022: [GL] Garbage instead of sky

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/93077897/ecdf/attachment/doom1-ultimate-000.jpg
vvv1
15:36 Bug #1021: Number and time formatting depends from locale
Now it's fixed. Thanks! vvv1
15:35 Bug #1021: Number and time formatting depends from locale
Note that you have to delete the old (corrupted) game.cfg to restore the default/good console variable values. skyjake
15:03 Bug #1021: Number and time formatting depends from locale
Fixed. I assumed the problem was on Qt side, but the actual issue was that no one was forcing the en_US locale on lib... skyjake
07:44 Bug #1028: [X11] setres issue in fullscreen mode

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/624fbe34/6f22/attachment/doom2-001.jpg
vvv1

2012-04-14

22:47 Bug #1027: [Doom] PWAD no longer loads
Good job on fixing it.
Dday 1.8.6 manages 23.6fps for me in the worst spots, 1.9.7 only manages 8.7fps (generally ...
vermil
21:48 Bug #1027: [Doom] PWAD no longer loads
Fixed for build #472
You might want to re-think what you are doing with this map, its just about the worst case sc...
danij
21:47 Bug #1027: [Doom] PWAD no longer loads
It causes Dday to crash with an illegal operation message.
The outfile states this:
Building BSP using tunable ...
vermil
21:44 Bug #1027: [Doom] PWAD no longer loads
Ok, I've emailed you the pwad. It's WIP. so I would prefer not to upload it here. vermil
21:06 Bug #1027: [Doom] PWAD no longer loads
Please be more specific, what actually happens? Have you got a doomsday.out we can look at? Perhaps attach your PWAD ... danij
21:00 Bug #1027: [Doom] PWAD no longer loads
Ok. I've just discovered that the issue isn't anything to with the load console command.
I just happened to be tes...
vermil
20:59 Bug #1027: [Doom] PWAD no longer loads
Currently, it allows it (as indicated in my bug report above). vermil
20:56 Bug #1027 (Closed): [Doom] PWAD no longer loads
If one uses the Load console command to load the same map containing Pwad twice, Doomsday will hang on BSP building w... vermil
20:54 Bug #1026 (Closed): Load console command music oversight
Using the ‘load’ console command to load a pwad, on a games title screen causes Dday to play the music for the first ... vermil
14:30 Bug #1016: FF_START marker issue
Fixed for the upcoming Doomsday v1.9.9 danij
04:42 Bug #1016: FF_START marker issue
They are handled the same as any other lump.
In recent versions the logic used for populating the texture resource...
danij
11:38 Bug #1025 (Closed): [X11] Jerky mouse movement
Since the beginning of QT merge, turning left/right and looking up/down with the mouse has become too jerky. No probl... vvv1
08:12 Bug #1021: Number and time formatting depends from locale
OK, I'll investigate a bit more... skyjake
07:15 Bug #1021: Number and time formatting depends from locale

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/faca63dd/1195/attachment/doom2-002.jpg
vvv1
04:52 Bug #1021: Number and time formatting depends from locale
Nothing changed. The issue still occurs. vvv1
07:19 Bug #1020: [Windows] No gamma reset when quitting game
same behavior in build 469 martyfender
07:13 Bug #1020: [Windows] No gamma reset when quitting game
The fix is not in 469, but should be in Monday's build 472. skyjake
07:15 Bug #1019: [Win32] No keyboard input at the menu start screen
You don't need a clean install.
Danij has been able to reproduce this issue now. We're looking into it.
skyjake
06:49 Bug #1019: [Win32] No keyboard input at the menu start screen
same behavior in build 469, but not in the build earlier I stated before.Do I need to do a clean install? martyfender
06:32 Bug #1019: [Win32] No keyboard input at the menu start screen
I was working on a friend's computer the last couple of day's and I installed the same Doomsday build on his much new... martyfender

2012-04-13

14:19 Bug #1025: [X11] Jerky mouse movement
I have no system running Linux/X11 with accelerated OpenGL natively so I need help with testing this. I've committed ... skyjake
14:18 Bug #1003: [Hexen] SEGV during 3D weapon use
Checked it out in a debugger: a particle with a NULL sector is being processed in linkGeneratorParticles().
There ...
skyjake
12:05 Bug #1024 (Closed): SEGV during 3D weapon use
I can't reopen or add comment to closed bug. But issue can be reproduced again in build462:
https://sourceforge.net/...
vvv1
10:39 Bug #1024: SEGV during 3D weapon use
Reopened the original report. danij
10:45 Bug #1023: [GL] Flat 3D models

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4253ef43/e652/attachment/doom2-005.jpg
vvv1
06:28 Bug #1023: [GL] Flat 3D models
Related to the report:
https://sourceforge.net/tracker/?func=detail&aid=3516946&group_id=74815&atid=542099
vvv1
10:25 Bug #1021: Number and time formatting depends from locale
You're right, Doomsday should override the locale for number and time formatting. Could you see if this is still occu... skyjake
06:35 Bug #1021: Number and time formatting depends from locale
How to reproduce:
1. Set locale: export LANG=ru_RU.KOI8-R
2. rm -rf ~/.doomsday
3. Install doomsday build452.
4. Sta...
vvv1
06:35 Bug #1022: [GL] Garbage instead of sky
Related to the report:
https://sourceforge.net/tracker/?func=detail&aid=3516946&group_id=74815&atid=542099
vvv1
06:00 Bug #590: [Controls menu] Delete not possible if key-delete bound
Fixed for 1.9.8. A check was added to the privileged bindings responder that prevents binding Delete in the "menu" or... skyjake
05:40 Bug #838: Use key Problem
In DOOM double click use will open doors and activate switches by default. Doomsday replicates this behaviour by defa... danij

2012-04-12

11:56 Bug #1014: [Infine] Combining scale+angle broken ("Imp" example)
Could you attach a short piece of Infine script that illustrates the bug? skyjake

2012-04-11

17:50 Bug #1023: [GL] Flat 3D models
I cannot reproduce this on Mac, Windows or Ubuntu. Could you elaborate on your build config, runtime options, and OS?... skyjake
17:50 Bug #1023 (Closed): [GL] Flat 3D models
3D models looks like flat projection in horisontal plane since the Qt merge. Please see the attached screenshot.
*...
vvv1
17:39 Bug #1022: [GL] Garbage instead of sky
Cannot reproduce on Mac, Windows or Ubuntu.
Possibly related to report https://sourceforge.net/tracker/index.php?f...
skyjake
17:38 Bug #1022: [GL] Garbage instead of sky

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/93077897/9cd1/attachment/doom2-004.jpg
vvv1
17:38 Bug #1022 (Closed): [GL] Garbage instead of sky
Sky is not rendered since the Qt merge. Please see the attached screenshots.
*Labels:* System
vvv1
17:30 Bug #1021: Number and time formatting depends from locale
Cannot reproduce on Mac, Windows or Ubuntu.
Possibly related to report https://sourceforge.net/tracker/index.php?f...
skyjake
17:30 Bug #1021: Number and time formatting depends from locale

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/faca63dd/34a1/attachment/doom2-003.jpg
vvv1
17:30 Bug #1021 (Closed): Number and time formatting depends from locale
Menu is not displayed properly since the Qt merge. Please see the attached screenshots.
*Labels:* System
vvv1
10:10 Bug #1019: [Win32] No keyboard input at the menu start screen
I am only using a basic Logitech ps2 keyboard and a Microsoft optical intellimouse, quite a few years old, with defau... martyfender

2012-04-10

15:19 Bug #1019: [Win32] No keyboard input at the menu start screen
We need a copy of your options.rsp to proceed with testing this. Neither skyjake nor myself are experiencing this iss... danij
15:15 Bug #1019: [Win32] No keyboard input at the menu start screen
options.rsp
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/fb076a3c/63be/attachment/Options.rsp
martyfender
15:11 Bug #1019: [Win32] No keyboard input at the menu start screen
I reinstalled and confirmed that this behavior doesn't happen in builds 458 and 462. martyfender
14:49 Bug #1019 (Closed): [Win32] No keyboard input at the menu start screen
Windows XP SP3, Doomsday build 465. After I get to the start menu screen in Doom E1 M1, there is no keyboard input un... martyfender
14:57 Bug #1020 (Closed): [Windows] No gamma reset when quitting game
Windows XP SP3 Nvidia 7600 GS 512 with the lastest WHQL driver. In builds ~458-465, when I quite Doomsday the desktop... martyfender

2012-04-09

19:11 Bug #1018: [Packaging] Ubuntu deb depends on nvidia
It seems the dependency on nvidia-current was inadvertently added because the package was present on the 32-bit Ubunt... skyjake
06:53 Bug #1018 (Closed): [Packaging] Ubuntu deb depends on nvidia
I have open source radeon drivers, dont need nvidia drivers that are in deps of deb packages. If i manually repack it... rapiertg
08:47 Bug #1019: [Win32] No keyboard input at the menu start screen
Does this occur every time you start the game? Can you attach your Options.rsp here from the front-end runtime folder? skyjake

2012-04-08

16:52 Bug #1017: [Linux/FreeBSD] Unable to compile
It's fixed in build465. Thanks! vvv1
13:00 Bug #1017: [Linux/FreeBSD] Unable to compile
I've compiled it after uninstalling build456. Thanks! But I still should add -lX11 to compile doomsday on Linux. vvv1
12:25 Bug #1017: [Linux/FreeBSD] Unable to compile
Re: LegacyCore_PrintfLogFragmentAtLevel
Are you sure it's linking against the library in (builddir)/libdeng2 and n...
skyjake
12:25 Bug #1017 (Closed): [Linux/FreeBSD] Unable to compile
Compilation failed while building doomsday build458 and 462 on Linux and FreeBSD:
g++ -rdynamic -rdynamic -Wl,-O1 ...
vvv1
 

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