Activity
From 2012-05-03 to 2012-05-16
2012-05-16
- 23:21 Bug #1044 (Rejected): Hexen 1.1 Demo crash
- Hexen 1.1 Demo crash with segmentation violation, lump errors in build 500 Stable.. I went back to the earliest versi...
2012-05-15
- 08:18 Bug #1043 (Closed): [Values] Static field broken (disable weapon lowering)
- The value defs based option to disable a weapon from visually lowering/raising (the 'static' field), no longer works ...
- 08:16 Bug #1042 (New): [Windows] Alt key and console activation
- Pressing the Alt Key randomly seems to stop the Console activation key from working.
Once the console activation ... - 07:57 Bug #1041 (New): [Windows] Pressing Alt/AltGr key confuses turning
- Repeatedly tapping the Alt key while pressing left or right appears to confuse the movement/camera interpolation, cau...
- 05:18 Bug #987: [Linux/FreeBSD] Initial screen displayed incorrectly
- Screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/67aeadc5/35ec/attachment/init.png
- 05:16 Bug #540: Alt+Tab disables mouse turning
- Mostly fixed for 1.9.8.
2012-05-14
- 16:40 Bug #869: [Doom] E1M7 Comp Station column stuck
- Summarizing a little: these are the potential solutions to this issue:
1. Adjust blockmap so that the lines won't ... - 16:33 Bug #1040: [Hexen] Singleplayer starts on Deathkings MP map 35 broken
- - **labels**: jHexen Gameplay --> Hexen, Deathkings
- **summary**: [Deathkings] Singleplayer starts on MP map 35 brok... - 15:55 Bug #1040: [Hexen] Singleplayer starts on Deathkings MP map 35 broken
- Further testing reveals this bug is actually exclusive to Map35.
If one goes to any other DM map they spawn normal... - 15:54 Bug #1040 (Closed): [Hexen] Singleplayer starts on Deathkings MP map 35 broken
- Pretty much what the summary states; if one tries to warp to these maps (33-39) in single player, the player is turne...
2012-05-12
- 22:35 Bug #1039 (Closed): [Snowberry] utf8' codec can't decode byte 0xe1 in position 4
- Hello,
when I click on Snowberry "Addons" tab, I obtain this error:
Runtime Error
An unexpected error occured ...
2012-05-11
- 00:33 Bug #1038: [Unix] Locating resource files (wad/pk3)
- Note that the correct way to specify the IWAD is:
doomsday -iwad /full/path/to/doom/doom.wad
You can also speci... - 00:33 Bug #1038 (Closed): [Unix] Locating resource files (wad/pk3)
- I'm using Doomsday 1.9.8 build 495 on Ubuntu 12.04 64-bits, but the problem also happens with build 490 and 1.9.7 sta...
2012-05-10
- 07:16 Bug #968: [Doom] Mancubus attacks and high Z height differences
- - **labels**: jDoom Gameplay --> Doom
- 07:14 Bug #968: [Doom] Mancubus attacks and high Z height differences
- Uploaded a small example wad that shows this behaviour; might have to shoot the Mancubus to overrule the reaction tim...
2012-05-09
- 04:24 Bug #998: Detail texture appearance incorrect (vs. #364)
- Fixed for 1.9.8
- 04:22 Bug #1036: Automatic game selection failed. No Registered Games.
- The log message "No Registered Games" implies that your game plugins aren't being installed/found. Subsequently the e...
- 04:18 Bug #1038: [Unix] Locating resource files (wad/pk3)
- Output of "doomsday -v -v doom/doom.wad"
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/30e1def...
2012-05-08
- 08:31 Bug #1036: Automatic game selection failed. No Registered Games.
- Where are your IWAD files, and how are you telling Doomsday about it?
Your options basically are:
- on the comma... - 03:22 Bug #1037: [qmake] No check for required X11 extensions
- Added the appropriate checks to engine.pro.
2012-05-07
- 23:14 Bug #1037 (Closed): [qmake] No check for required X11 extensions
- Hello,
I try to compile doomsday from last git snapshot and I obtain this error:
displaymode_x11.o: In function... - 21:04 Bug #1036 (Closed): Automatic game selection failed. No Registered Games.
- Hello,
whatever the game I select, dommsday give me a console with this log:
$ doomsday
Dir::ChangeWorkDir: Su... - 06:42 Bug #909: [Hexen] Tiny difference in Ettin behaviour
- - **labels**: jHexen Gameplay --> Hexen
- 06:14 Bug #908: Detail texture maximum distance ignored
- Rather than modifying the mip levels it would be a whole lot easier to use GL_TEXTURE_LOD_BIAS to apply the maximum d...
2012-05-05
- 18:34 Bug #1035: [Doom] Sector type 10: door bouncing off a mobj
- - **labels**: jDoom Gameplay --> Doom
- 18:28 Bug #1035 (Closed): [Doom] Sector type 10: door bouncing off a mobj
- In Vanilla, if a sector type 10 door hits a mob, it would bounce off and open to infinity, presumably, eventually cra...
- 17:15 Feature #1559 (New): State and sprite without a mobj (SMT2A0/STLAG)
- I imagine the summary is probably very vague, but I couldn't think of a better one.
In Doom and Doom2, there is an...
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