Activity
From 2012-08-22 to 2012-09-04
2012-09-04
- 18:53 Feature #1573 (New): Setting for number of samples used for antialiasing
- There should a way to configure the number of antialiasing samples for GL multisampling.
*Labels:* Graphics, Conso...
2012-09-03
- 07:25 Bug #1089: [MP] Client cannot dismiss "Help/Info" finale
- - **milestone**: v1.9.10 --> v1.11
- **priority**: 6 --> 8
2012-09-02
- 21:25 Bug #1088 (New): [Hexen] Hud doesn't switch to INRED graphics when low on health
- A little feature of HeXen's hud has been lost in the rewrite, since 1.8.6.
When ones health is below 20-ish, the f... - 05:52 Bug #1087 (Closed): Plugins loading problem
- The plugins loading subsystem used opendir()/readdir() to find all installed games plugins. For code on linux/macosx ...
2012-09-01
- 05:50 Bug #1007: [Doom] Sound emitter overlap handling
- Another element of Vanilla Doom's sound behavior that Dday doesn't have an option to imitate is that sounds cut when ...
2012-08-30
- 19:06 Bug #1087: Plugins loading problem
- This should now be fixed in commit 43a67ae.
- 14:05 Bug #1087: Plugins loading problem
- - **labels**: --> Engine, Plugins, Unix
- **status**: open --> fixed
- **assigned_to**: Jaakko Keränen
- **milestone... - 16:28 Bug #1085: [Doom] Map 07 666 and 667 tags only work in one order
- - **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- **Milestone**: v1.9.7 --> v1.11
- 16:19 Bug #1085: [Doom] Map 07 666 and 667 tags only work in one order
- - Description has changed:
Diff:
~~~~
--- old
+++ new
@@ -13,5 +13,9 @@
However many pwads out there go Arachno... - 16:17 Bug #1085: [Doom] Map 07 666 and 667 tags only work in one order
- - **labels**: Doom 2 --> Doom, Add-ons
- **summary**: Map 07 666 and 667 tags only work in one order --> [Doom] Map 0... - 15:43 Bug #1085: [Doom] Map 07 666 and 667 tags only work in one order
- - **priority**: 1 --> 8
- 15:43 Bug #1085: [Doom] Map 07 666 and 667 tags only work in one order
- I'll also mention another behavior difference regarding boss deaths pre Ultimate Doom, that perhaps could be also be ...
- 11:57 Bug #1085 (Closed): [Doom] Map 07 666 and 667 tags only work in one order
- Reporting this bug:
http://www.dengine.net/forums/viewtopic.php?f=7&t=1183
Map07 of Doom2/Final Doom uses the 666... - 15:57 Bug #1047: [Doom] jDRP ammo box not loading
- Closing as issues #1 and #2 have been resolved and #3 is a duplicate of [#861].
- 15:57 Bug #1048: HQ SFX w/o 3D Sounds and vice versa
- The Direct Sound plugin works fine in 1.9.8 however, like the OpenAL plugin, it does not implement the music or cd-au...
- 15:51 Bug #1051: [Hexen] Crash with 3D models
- Screenshot of error
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/609b507b/17bf/attachment/91... - 14:17 Bug #869: [Doom] E1M7 Comp Station column stuck
- - **assigned_to**: Jaakko Keränen
- 09:07 Bug #869: [Doom] E1M7 Comp Station column stuck
- The logically correct solution to this problem is to use the original BLOCKMAP on game-side for collision testing.
- 07:15 Bug #869: [Doom] E1M7 Comp Station column stuck
- Both options are needed.
1. For Vanilla compat
2. For Boom compat
Regarding 1.: I actually once made a simpl... - 13:30 Bug #1086: 'recorddemo' console command seg faults
- - **status**: open --> fixed
- 12:05 Bug #1086: 'recorddemo' console command seg faults
- - **labels**: Demo, Console --> Console, Demo Mode
- 12:04 Bug #1086 (Closed): 'recorddemo' console command seg faults
- I know demo recording is broken currently.
However, in the latest builds it doesn't just produce a buggered demo, ... - 11:49 Bug #1084 (Closed): 666 tag compat option ('any boss triggers 666') doesn't work
- The 666 tag compat option (called 'any boss triggers 666') doesn't work.
Apologies, but there’s not really much mo...
2012-08-29
- 14:51 Bug #1068: Hi-res texture vs custom textures bug
- This issue has since been fixed for the upcoming 1.9.9 release.
- 14:51 Bug #1070: Dehacked weapon issue
- Er, Seems I have made a mistake with this one. Can it be closed. Sorry.
- 07:31 Bug #1084: 666 tag compat option ('any boss triggers 666') doesn't work
- Merged with item [#1078] as they are all symptoms of the same faulty behavior.
- **status**: open --> closed
2012-08-28
- 18:24 Feature #1520: Realistic switch sound origin (compatibility option)
- Turns out that the reason they appear to originate from the switch is due to a bug in vanilla DOOM which will play th...
- 18:24 Feature #1520: Realistic switch sound origin (compatibility option)
- - **milestone**: Eventually --> Version 1.9
- 18:17 Feature #1348: Better Mousewheel Weapon Switching
- - **status**: open --> closed
- **milestone**: Next Release --> Version 1.9
- 18:17 Feature #1349: IWAD version number instead of ID number
- - **summary**: wad version number instead of code# --> IWAD version number instead of ID number
- **milestone**: -->... - 18:13 Feature #1341: Soft edges for sector lighting
- The lightgrid (which is part of the new bias lighting model) has been implemented to do the "soft sector edges" stuff...
- 18:13 Feature #1342: Alpha/Beta/Prerelease support?
- - **status**: open --> closed
- **milestone**: --> Eventually
- 18:10 Feature #1517: Autoselect missing interfaces from other audio plugins
- Making this an RFE since it is working currently as intended.
- 18:10 Feature #1518: Save screenshots as png or jpeg
- - **status**: open --> closed
- **milestone**: --> Eventually
- 18:06 Feature #1203: Additional save slots — revised save management
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I'd actually like to see a more sophisticated save sy... - 18:02 Feature #1557: Jpeg support for model skins
- Thus far we haven't added JPEG support because of the hassle of managing the 3rd party dependency to libjpeg on all o...
- 16:49 Feature #1557: Jpeg support for model skins
- JPG support for all graphics resources will be in version 1.9.9.
- **labels**: Data --> Data, Resources
- **status**... - 17:57 Bug #1030: [Hexen] SEGV
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/02f7b8e5/54b9/attachment/hexen.zip
- 17:55 Feature #1572 (Rejected): Frameless window option (-noframe)
- Add a "-noframe" option to run in an undecorated window.
*Labels:* Window Manager - 17:54 Bug #789: [DEH] Thing speed misinterpretation (HACX)
- Fixed for 1.9.0-beta6.8
- 17:53 Bug #1083 (New): In-game window contents resizing glitches
- In-game view window updating during resize has some glitches: psprite, viewport resizing are not perfectly in sync.
... - 17:46 Bug #1082 (Closed): [Font] Rendering missing glyphs
- Unprintable characters (those not present in the loaded font) are invisible in the console. Instead, the font rendere...
- 17:41 Bug #1082: [Font] Rendering missing glyphs
- The new console in 1.11 uses system fonts, which provides a much fuller (Unicode) set of characters.
- 17:41 Bug #1007: [Doom] Sound emitter overlap handling
- - **assigned_to**: Jaakko Keränen --> nobody
- 17:32 Bug #1007: [Doom] Sound emitter overlap handling
- - **labels**: Sound Effects --> Sound Effects, Doom
- 17:39 Bug #1081 (New): [Doom] Chainsaw sounds do not match original game
- The chainsaw "bring up" sound effect at map startup does not match the one in the original game.
P_BringUpWeapon i... - 17:26 Bug #1029: Switch sound origin
- All this now needs is for sound stopping to use the parameterised version of S_StopSound() and the addition of a coup...
- 17:24 Bug #788: Momentary pause during looped MIDI playback
- Still occurs for me in Windows, using the latest build 604 and the FMOD audio driver for all interfaces.
- 16:51 Feature #1548: Multi-monitor support
- Removing myself as owner of this item as I no longer use have a multi-monitor setup to test support with.
- 16:50 Feature #1558: [Hexen] Smooth Reivers Z movement
- - **labels**: Graphics --> Hexen
- **summary**: [HeXen] smooth the Reivers movement in melee --> [Hexen] smooth the R... - 16:50 Feature #1569: [Hexen] Demo version cheat codes and "Beta" message
- HacX got it’s own cheats fully supported when it became a game mode. Previously if you ran HacX in Dday, Doom’s cheat...
- 10:54 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
- - **labels**: Gameplay --> Gameplay, Heretic, Hexen
- **milestone**: --> v1.8.6
- 10:46 Bug #1071: Incorrect sound playback
- _(originally posted by anonymous SF.net user)_
Hi I would like to look into these bugs. Please assign this to me. - 08:05 Bug #1071: Incorrect sound playback
- Might be worth noting, that 1.8.6 also exhibits this bug with these sounds.
- 08:03 Bug #1067: White player arrow missing on automap
- I wanted to follow up on this bug. This does seem like a video card driver problem. I reverted back to an old driver ...
- 07:09 Feature #1541: Joystick axis settings (sensitivity, max speed)
- Isn't this pretty much done nowadays (1.9.9)?
- 06:47 Feature #1541: Joystick axis settings (sensitivity, max speed)
- Important feature for the 6axis 3dMice controllers
- 07:07 Bug #1044: Hexen 1.1 Demo crash
- - **labels**: Hexen --> Hexen, Hexen Demo
- **status**: pending --> wont-fix
- **assigned_to**: Jaakko Keränen
- 07:06 Bug #938: [Hacx] Terminatrix not resurrecting foes
- Also in the recently released Iwad version of Hacx, the Terminatrix missile uses the wrong sprite in Dday (it uses th...
- 07:05 Bug #867: Can't adjust midi music volume in WINDOWS XP
- Closing as an obsolete issue. IMO we should start ramping down Windows XP support.
- 07:05 Bug #868: Console min height after resolution change
- Fixed in branch ringzero+master
- 07:03 Bug #842: Segmentation Violation Ultimate Doom E2M3
- jDoom crash log
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/8658ab85/846e/attachment/doomsda... - 07:02 Bug #735: [ATI] OpenGL crash upon starting map (Catalyst AI)
- - **status**: pending --> wont-fix
- 07:00 Bug #601: [Doom] jDRP + Intel Graphics chipset = Instant shutdown
- - **status**: pending --> wont-fix
- 06:59 Bug #229: 4 sound channels used by game menu
- - **status**: pending --> wont-fix
- **milestone**: --> v1.8.6
- 06:59 Bug #174: Particles sticking to sky walls
- - **status**: pending --> closed
- **milestone**: v1.7.15 --> v1.8.6
- 05:21 Bug #981: No sound
- Sorry, the problem was my machine. May close the bug report.
- 05:12 Bug #1049: [OpenAL] Unable to compile on x86_64 Linux
- _(originally posted by anonymous SF.net user)_
This bug has been marked closed for milestone 1.9.8, but it is still ... - 04:58 Bug #937: [Heretic] Wrong color default dynamic light on sprite
- - **status**: pending --> closed
2012-08-27
- 21:08 Feature #1548: Multi-monitor support
- Indeed it would be a great feature and is one I have been working on in the ringzero branch in fact. I hope to have m...
- 21:08 Feature #1548: Multi-monitor support
- - **assigned_to**: Daniel Swanson --> nobody
- 20:33 Bug #1059: [Heretic] Health counter jumps up and down
- I mean moves up and down on the screen.
- 20:32 Bug #1052: [Heretic] Torch artifact doesn't work properly
- - **labels**: Heretic --> Heretic, Renderer, Powerup
- **status**: open --> fixed
- **assigned_to**: Jaakko Keränen
-... - 19:19 Bug #1052: [Heretic] Torch artifact doesn't work properly
- - **labels**: jHeretic Gameplay --> Heretic
- **summary**: [Heretic]: Torch artifact doesn't work properly --> [Heret... - 20:32 Bug #1033: [OS X] Games don't run from case sensitive file system
- The Mac build/bundling scripts should be updated to set the proper letter cases for the files. I believe the resource...
- 20:32 Bug #975: [Doom] Armour Helmets full bright
- Since I didn't know where else to put this and it is somewhat related to the above (a visual tweak); maybe additive b...
- 20:31 Bug #671: [Heretic] Enemy missile spreads have incorrect vertical aim
- - **labels**: jHeretic Gameplay --> Heretic
- **milestone**: --> v1.8.5
- 20:31 Bug #665: [Heretic] Some missiles should not splash
- - **labels**: jHeretic --> Heretic
- 20:30 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- - **labels**: Doom, Addons --> Doom, Addons, Render hack
- **summary**: Mis-rendering of Textures Icarus: Alien Vangu... - 20:30 Bug #1035: [Doom] Sector type 10: door bouncing off a mobj
- - **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- **Milestone**: v1.8.6 --> v1.12
- 20:30 Bug #994: Input box is too narrow in Save menu
- Save Game menu in Doom
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/a226f15e/be75/attachment/... - 20:29 Bug #973: [Map Converter] Crashes on linedefs with no front or back
- Is this related to the "one-sided window" effect that danij has recently been working on for 1.9.8?
- 20:29 Bug #972: [Doom] Lost Souls infinite Z height
- - **labels**: jDoom Gameplay --> Doom
- **milestone**: --> v1.8.5
- 20:29 Bug #969: Doom: Bad guy hitscan anomaly
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3cd53964/cbca/attachment/doom2-003.jpg
- 20:28 Bug #904: FreeDOOM 0.6.4 IWADs fail loading (anim cycle)
- Is the "bad cycle" error fixed/obsolete now (1.11)? At least I successfully played a few levels using the current Fre...
- 20:26 Bug #645: Fatal error "R_InitSprites: No patches found" (unknown IWAD)
- - **labels**: jDoom --> Doom
- Description has changed:
Diff:
~~~~
--- old
+++ new
@@ -5,7 +5,7 @@
AMD AthlonXP 2... - 20:23 Bug #310: [Doom] Dead bodies do not stop sliding
- - **labels**: jDoom Gameplay --> Doom
- **summary**: Dead bodies do not stop sliding --> [Doom] Dead bodies do not st... - 20:23 Bug #251: [Doom] Nightmare monsters sometimes not fast
- - **labels**: jDoom Gameplay --> Doom
- **summary**: Nightmare monsters sometimes not fast. --> [Doom] Nightmare mons... - 20:22 Bug #143: [Doom] Doom 2 Map30 lines across demon head
- - **labels**: jDoom --> Doom
- **summary**: [Doom2] Map30: lines across demon head --> [Doom] Doom2 Map30 lines acros... - 20:20 Bug #1040: [Hexen] Singleplayer starts on Deathkings MP map 35 broken
- It appears that the spawn fails because the single player spawn spot is determined to be "occupied" by the glitter br...
- 20:19 Bug #998: Detail texture appearance incorrect (vs. #364)
- Related discussion:
http://dengine.net/forums/viewtopic.php?f=9&t=992&start=10#p6641 - 20:19 Bug #916: [Savegame] Restored state invalid if same addons not present
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/a203e43c/42c9/attachment/DoomSav1.dsg
- 20:18 Bug #912: HeXen: Level music numbers off by one
- I wrote about this problem:
http://sourceforge.net/tracker/?func=detail&aid=2983971&group_id=74815&atid=542099 - 20:18 Bug #910: Flat tiling error with custom flats
- Can you upload a small demo of the problem?
- 20:18 Bug #875: Rend-Dev-Nosprite conflicts with certain HeXen mobj actions
- I have not been able to locate any serious issues related to the rend-dev-nosprite cvar and a potential interaction w...
- 20:17 Bug #766: [Hexen] Unknown thing warnings
- Merely a case where the message should not be logged. Those things are currently handled elsewhere but the spawner th...
- 20:17 Bug #754: Gun-Triggered Switches Inactive in PWADs
- Can you give me an example of a switch in map which suffers this problem:
load up Alien Vendetta
warp to a map wi... - 20:17 Bug #637: [Hexen] Class change in-game causes instability, issues
- - **labels**: jHexen Gameplay --> Hexen
- 20:16 Bug #388: Missile speeds (steep vertical angles)
- - **labels**: jHexen Gameplay --> Hexen
- **milestone**: --> v1.8.5
- 20:15 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
- - **summary**: [Hexen] Interludes can no longer be moved --> [Hexen] Interludes can no longer be moved (MAPINFO vs. I...
- 20:02 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
- - **labels**: Hexen --> Hexen, Addons
- 20:14 Bug #1067: White player arrow missing on automap
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/26436c2c/8dcb/attachment/automap.jpg
- 20:13 Bug #1067: White player arrow missing on automap
- - **priority**: 5 --> 2
- 20:13 Bug #1068: Hi-res texture vs custom textures bug
- - **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- 20:11 Bug #1074: 'ctl-inventory-use-next' doesn't work with picked up items
- Fixed?
- 20:10 Bug #1074: 'ctl-inventory-use-next' doesn't work with picked up items
- I have only tested it with cheat code items... The recent change regarding this was to change the cvar to 1 by default.
- 18:51 Bug #1074: 'ctl-inventory-use-next' doesn't work with picked up items
- - **labels**: Gameplay --> Gameplay, Heretic, Hexen
- 20:10 Bug #1076: [Doom] 3d movement option broken
- Wasn't sure this warranted a whole separate report; disabling 3d movement while a flying bad guy is flying over the t...
- 20:09 Bug #1080: [Hexen] Hi-res Patch replacements off-center
- - **labels**: Hexen, Addons --> Addons, Resources, Renderer
- **priority**: 5 --> 8
- 19:50 Bug #1080: [Hexen] Hi-res Patch replacements off-center
- It's not only Hexen that has it. I just made some highres sprites into Doom, and they're not aligned to the center li...
- 19:23 Bug #1080: [Hexen] Hi-res Patch replacements off-center
- http://www.fileplanet.com/186893/180000/fileinfo/Hexen-High-Resolution-Texture-Pack
- 20:07 Bug #601: [Doom] jDRP + Intel Graphics chipset = Instant shutdown
- - **labels**: OpenGL Renderer --> Doom, Addons
- **summary**: jDoom + jDRP + Intel Graphics chipset = Instant shutdow... - 20:05 Bug #1050: [Chex] Menus use Doom's skill level names
- - **status**: open --> fixed
- 20:04 Bug #1061: After map Infine causes duplicate Intermission
- A simple after map infine def to test with.
Finale
{
After = "MAP01";
Script {
If deathmatch
End
... - 19:55 Bug #1063: Flash state models offset incorrectly in 16:10
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/9fd9080f/cfaf/attachment/doom2-000.jpg
- 19:55 Bug #765: [Hexen] Korax teleport order
- - **labels**: jHexen Gameplay --> Hexen
- 19:44 Bug #1077: No longer handling unknown flats
- - **labels**: Data --> testtag
- 19:38 Bug #1078: Patch texture composition logic errors
- Further investigation revealed that there is in fact two issues here. The first being that the prepared image is not ...
- 19:31 Bug #571: -fast option is broken
- Closing as duplicate of [#242]
- **status**: open --> closed
- 19:16 Bug #1029: Switch sound origin
- I recall this was partially addressed recently by danij. What's the status?
- 19:13 Bug #511: [Heretic|Hexen] Torch fix not applied (low ceiling)
- - **milestone**: v1.9.0-beta5 --> v1.9.0-beta6
- 19:07 Bug #393: Vsync does not stick
- - **status**: pending --> closed
- 19:07 Bug #393: Vsync does not stick
- Fixed for the 1.9.7 release.
- 18:55 Feature #1571 (New): On screen notification for Always Run
- I'd like to suggest a notification be displayed on screen when the user toggles always run with the shortcut key.
... - 18:42 Bug #937: [Heretic] Wrong color default dynamic light on sprite
- - **milestone**: v1.8.5 --> v1.8.6
- 18:14 Bug #505: Win32 crash. Disable texture compression to fix
- - **status**: pending --> wont-fix
- 12:57 Bug #666: [Hexen] Inefficient "kill" command and massacre cheat
- Improved the "kill" command for 1.9.9 so that swimming Stalkers and buried Wraiths are killed, too.
The Heretic is...
2012-08-26
- 17:48 Bug #1080: [Hexen] Hi-res Patch replacements off-center
- - **labels**: Graphics, Hexen --> Hexen, Addons
- 16:26 Bug #1080: [Hexen] Hi-res Patch replacements off-center
- - **labels**: Graphics --> Graphics, Hexen
- 15:32 Bug #1080 (Closed): [Hexen] Hi-res Patch replacements off-center
- I am using a high resolution texture pack for Hexen, downloaded as "Hexen_High_Resolution_Pack.rar"
High Resolutio... - 15:59 Bug #637: [Hexen] Class change in-game causes instability, issues
- In deathmatch yes, however when the player morphs to a pig in coop the same dangling pointers are left behind as in s...
- 15:51 Bug #637: [Hexen] Class change in-game causes instability, issues
- Note that since commit d407b76c, Hexen's player class changes only occur when players respawn.
- 14:33 Bug #1079 (Closed): [Doom] 'idbehold' cheat missing the menu/prompt
- Currently when using the idbehold cheat the menu/prompt message is missing.
*Labels:* jDoom
2012-08-25
- 22:50 Bug #637: [Hexen] Class change in-game causes instability, issues
- I'm raising the priority of this to a more appropriate level because it is a real stability issue. Particularly in mu...
- 22:22 Bug #1073: Automap - secret line flag and door glows
- - **labels**: Gameplay --> Automap
- 20:43 Bug #1050: [Chex] Menus use Doom's skill level names
- - **labels**: jDoom --> Chex
- **summary**: Chex Quest menus use Doom's skill level names --> [Chex] Menus use Doom's... - 20:08 Feature #1569: [Hexen] Demo version cheat codes and "Beta" message
- - **labels**: Gameplay --> Hexen, Cheats
- **summary**: [HeXen Demo] Demo version cheat codes and "Beta" message --> ... - 20:02 Bug #1078: Patch texture composition logic errors
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5a047a51/da5c/attachment/testrail.wad
- 19:01 Bug #1078: Patch texture composition logic errors
- - **milestone**: v1.8.6 --> v1.9.10
- 02:28 Bug #1078: Patch texture composition logic errors
- - **status**: open --> fixed
- 02:28 Bug #1078 (New): Patch texture composition logic errors
- Doomsday's Patch texture composition does not replicate the logic of the id tech 1 column/post based software rendere...
2012-08-24
- 22:04 Bug #1017: [Linux/FreeBSD] Unable to compile
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/03ae2746/9dd0/attachment/doomsday-libX11.patch
- 21:45 Bug #822: Monsters vision 2side linedefs
- Player vis. to Imp too soon
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7505ce59/b2c6/attach... - 21:10 Bug #1077 (Closed): No longer handling unknown flats
- Largely what the summary states.
Dday will load the map and log the unknown materials in the console. But Dday wil...
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