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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... martyfender

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 ... vermil
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 ...
vermil
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... vermil
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
vvv1
05:16 Bug #540: Alt+Tab disables mouse turning
Mostly fixed for 1.9.8. skyjake

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 ...
skyjake
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...
danij
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...
vermil
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... vermil

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 ...
legluondunet

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...
skyjake
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... alepulver

2012-05-10

07:16 Bug #968: [Doom] Mancubus attacks and high Z height differences
- **labels**: jDoom Gameplay --> Doom
danij
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... vermil

2012-05-09

04:24 Bug #998: Detail texture appearance incorrect (vs. #364)
Fixed for 1.9.8 danij
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... danij
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...
alepulver

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...
skyjake
03:22 Bug #1037: [qmake] No check for required X11 extensions
Added the appropriate checks to engine.pro. skyjake

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...
legluondunet
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...
legluondunet
06:42 Bug #909: [Hexen] Tiny difference in Ettin behaviour
- **labels**: jHexen Gameplay --> Hexen
danij
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... danij

2012-05-05

18:34 Bug #1035: [Doom] Sector type 10: door bouncing off a mobj
- **labels**: jDoom Gameplay --> Doom
danij
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... vermil
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...
vermil
 

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