Activity
From 2012-04-09 to 2012-04-22
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...
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.
- 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...
- 14:57 Bug #1010: [Chex] Visual inaccuracies
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c198f92f/a7ec/attachment/objects.ded
- 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...
- 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... - 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... - 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.
- 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 ... - 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... - 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... - 13:20 Feature #1556: [InFine] Randomized placement/selection
- Following that logic, the ability to randomly select from a range of graphics; say BOB1-5.
- 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...
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.
- 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...
- 13:29 Bug #1031: Shootable triggers and freelook
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cee9d50/c098/attachment/ShootTriggerTest.wad
- 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 - 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... - 09:11 Bug #1029: Switch sound origin
- - **milestone**: v1.9.7_Unstable --> v1.9.7
- 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... - 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.
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...
- 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... - 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...
- 06:00 Bug #986: [Heretic] Flying bad guys no Z check
- Unfortunetely, the issue remains in 474.
- 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).
- 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...
- 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... - 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...
- 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. - 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...- 11:29 Feature #1581: Melee attacks affected by looking up/down
- What is the original behavior in Heretic and Hexen?
- 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...
- 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... - 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...
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...
- 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... - 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 ...
- 12:27 Bug #1028: [X11] setres issue in fullscreen mode
- How about with commit 1b28f397?
- 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...
- 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...
- 09:02 Bug #1025: [X11] Jerky mouse movement
- Now it's fixed. Thanks.
2012-04-15
- 19:10 Bug #1025: [X11] Jerky mouse movement
- Please try commit 444257d, any difference?
- 14:55 Bug #1025: [X11] Jerky mouse movement
- I've tested ge74cc22. But nothing changed.
- 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...
- 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
- 15:36 Bug #1021: Number and time formatting depends from locale
- Now it's fixed. Thanks!
- 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.
- 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...
- 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
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 ... - 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... - 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 ... - 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.
- 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 ...
- 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... - 20:59 Bug #1027: [Doom] PWAD no longer loads
- Currently, it allows it (as indicated in my bug report above).
- 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...
- 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 ...
- 14:30 Bug #1016: FF_START marker issue
- Fixed for the upcoming Doomsday v1.9.9
- 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... - 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...
- 08:12 Bug #1021: Number and time formatting depends from locale
- OK, I'll investigate a bit more...
- 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
- 04:52 Bug #1021: Number and time formatting depends from locale
- Nothing changed. The issue still occurs.
- 07:19 Bug #1020: [Windows] No gamma reset when quitting game
- same behavior in build 469
- 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.
- 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. - 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?
- 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...
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 ...
- 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 ... - 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/... - 10:39 Bug #1024: SEGV during 3D weapon use
- Reopened the original report.
- 10:45 Bug #1023: [GL] Flat 3D models
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4253ef43/e652/attachment/doom2-005.jpg
- 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 - 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...
- 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... - 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 - 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...
- 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...
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?
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?...
- 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.
*... - 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... - 17:38 Bug #1022: [GL] Garbage instead of sky
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/93077897/9cd1/attachment/doom2-004.jpg
- 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 - 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... - 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
- 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 - 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...
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...
- 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
- 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.
- 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...
- 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...
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...
- 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...
- 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?
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