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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>http://bugs.angua.at/</docs><link>http://bugs.angua.at/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description><title>The Dark Mod Bugtracker - Issues</title><image><title>The Dark Mod Bugtracker - Issues</title><url>http://bugs.angua.at/images/mantis_logo_button.gif</url><link>http://bugs.angua.at/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0003011: Frobbing an item does not activate physics for touching contacts</title><author></author><link>http://bugs.angua.at/view.php?id=3011</link><description><![CDATA[Frob a candle holder + moveable candlestick on top (two sep. entities) and the candle will float.&lt;br /&gt;
&lt;br /&gt;
The same for stacked crates, plates etc.]]></description><category>Physics</category><pubDate>Tue, 07 Feb 2012 01:52:07 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3011</guid><comments>http://bugs.angua.at/view.php?id=3011#bugnotes</comments></item><item><title>0002978: Landing on diagonal surface makes no sound</title><author></author><link>http://bugs.angua.at/view.php?id=2978</link><description><![CDATA[If you jump and land on a diagonal surface, no sound is played either to the player or AI.]]></description><category>Coding</category><pubDate>Tue, 07 Feb 2012 01:27:35 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2978</guid><comments>http://bugs.angua.at/view.php?id=2978#bugnotes</comments></item><item><title>0003005: Elevators broken by nearby visportals</title><author></author><link>http://bugs.angua.at/view.php?id=3005</link><description><![CDATA[Though elevators work correctly for the player, they won't work correctly for AI if nearby openings (like the entrance to each elevator station) are visportaled.]]></description><category>AI</category><pubDate>Sun, 05 Feb 2012 22:00:14 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3005</guid><comments>http://bugs.angua.at/view.php?id=3005#bugnotes</comments></item><item><title>0003001: Player cannot knock movables objects off edges</title><author></author><link>http://bugs.angua.at/view.php?id=3001</link><description><![CDATA[Full thread: &lt;a href=&quot;http://forums.thedarkmod.com/topic/13464-knocking-over-movablesnot-possible/&quot;&gt;http://forums.thedarkmod.com/topic/13464-knocking-over-movablesnot-possible/&lt;/a&gt; [&lt;a href=&quot;http://forums.thedarkmod.com/topic/13464-knocking-over-movablesnot-possible/&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
I remember in TDS, I had a dramatic moment in the first mission when I was sneaking along a hallway and bumped into a table, causing the candle on it to wobble and fall over, alerting the guard. The idea of &quot;precarious movables&quot;--things that could be easily knocked over by the player that would make noise--seems like a great gameplay 'trap'. &lt;br /&gt;
&lt;br /&gt;
However, that doesn't seem to work in TDM. The player doesn't actually seem to impart any impulse to movables unless he walks directly into them for an extended period of time.]]></description><category>Coding</category><pubDate>Sun, 05 Feb 2012 21:02:00 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3001</guid><comments>http://bugs.angua.at/view.php?id=3001#bugnotes</comments></item><item><title>0003010: Add sounds to player mantle</title><author></author><link>http://bugs.angua.at/view.php?id=3010</link><description><![CDATA[Mantling is handled in the SDK. There are four phases: hang, pull up, shift hands, push down. I see no code to issue sounds, though with four distinct phases, I assume the spots where a sound could be issued would be obvious and not much work to add. &lt;br /&gt;
&lt;br /&gt;
The current player soundshader is tdm_player_mantle.  The current sounds would probably be most appropriate to play at the &quot;pull up&quot; stage.  Though adding the subtle sound of hands grabbing on the &quot;hang&quot; phase might also be a nice touch.]]></description><category>Coding</category><pubDate>Sun, 05 Feb 2012 20:17:28 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3010</guid><comments>http://bugs.angua.at/view.php?id=3010#bugnotes</comments></item><item><title>0003012: Make FM readmes, titles and More Info translate</title><author></author><link>http://bugs.angua.at/view.php?id=3012</link><description><![CDATA[This needs code support, because these info texts are shown in the menu, but must be translated with the dictionary of the FM where the text is from - regardles on whether this FM is installed, or not.&lt;br /&gt;
&lt;br /&gt;
Especially the title list will probably need a parsing of all FM dictionaries just to display the titles. In addition to that, a (locally) switch to English might be nec. for this list, so that users can quickly switch between their language and english, incase they get confused by the local names of FMs.]]></description><category>Coding</category><pubDate>Sun, 05 Feb 2012 18:53:14 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3012</guid><comments>http://bugs.angua.at/view.php?id=3012#bugnotes</comments></item><item><title>0002779: Translate the menu and HUD into different languages</title><author></author><link>http://bugs.angua.at/view.php?id=2779</link><description><![CDATA[Both the menu and the HUD are only available in English. Supporting switching to other languages will make it easier to use for people in other languages. We need:&lt;br /&gt;
&lt;br /&gt;
* Slimming down english.lang (0002698) so we don't have to translate all the unused D3 strings&lt;br /&gt;
* Add a way to keep all the translations together, so that the translations and the english master copy do not get out of sync, plus a way to generate the different .lang files from that (0002781)&lt;br /&gt;
* a way to switch the language in the menu (0002782)&lt;br /&gt;
* add support for Umlauts like 'Ä' in the menu font (0002778)&lt;br /&gt;
* Find a way to translate the different graphical buttons that we unfortunately have in the menu (or find a way to replace them by text)]]></description><category>GUI</category><pubDate>Sun, 05 Feb 2012 18:53:14 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2779</guid><comments>http://bugs.angua.at/view.php?id=2779#bugnotes</comments></item><item><title>0003006: Missing sound shaders</title><author></author><link>http://bugs.angua.at/view.php?id=3006</link><description><![CDATA[animal_crickets03&lt;br /&gt;
animal_crickets04&lt;br /&gt;
animal_crickets05]]></description><category>Sound System</category><pubDate>Sun, 05 Feb 2012 11:27:04 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3006</guid><comments>http://bugs.angua.at/view.php?id=3006#bugnotes</comments></item><item><title>0003009: Blocking AI in chair traps them in place</title><author></author><link>http://bugs.angua.at/view.php?id=3009</link><description><![CDATA[This happened in the training mission walk-through.  The player walked up and stood beside an AI in a chair.  The AI spun to face him, started to stand up, but was blocked by the player.  He then stayed in the chair, rotating to face the player but not moving.&lt;br /&gt;
&lt;br /&gt;
Needs further testing, but there could be a problem when the 'stand up' animation is interrupted.]]></description><category>AI</category><pubDate>Sat, 04 Feb 2012 23:42:27 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3009</guid><comments>http://bugs.angua.at/view.php?id=3009#bugnotes</comments></item><item><title>0003008: Door suspicion pathnode</title><author></author><link>http://bugs.angua.at/view.php?id=3008</link><description><![CDATA[At present, if a suspicious door is seen open, the AI walks to the door and searches in the near door vicinity. This is often ineffective, since the player is hiding in the ROOM behind the door, not near the door (unless, of course the player opened the door so that the AI saw it open.)&lt;br /&gt;
&lt;br /&gt;
Would it be possible to have a special path: a door suspicion path node. A suspicous door would target this node. When alerted by the suspicious door, the AI would not search the door vicinity, but move to the door suspicion path node and search around that instead. This would allow the mapper to make the AI seem to search the ROOM the door leads to, rather than have the AI search the immediate door surroundings.&lt;br /&gt;
&lt;br /&gt;
It would feel important to search the room, rather than the door, since the door is effectively protecting the contents of the room.]]></description><category>AI</category><pubDate>Sat, 04 Feb 2012 20:07:06 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3008</guid><comments>http://bugs.angua.at/view.php?id=3008#bugnotes</comments></item><item><title>0002965: clone selected brush making invalid plane</title><author></author><link>http://bugs.angua.at/view.php?id=2965</link><description><![CDATA[if i make a triangle brush with the clipper (x) tool, then try to clone it(space bar) it will not make an exact copy of the brush&lt;br /&gt;
&lt;br /&gt;
when i use copy and paste brush, it wil make it exactly the same&lt;br /&gt;
&lt;br /&gt;
i added mape file to additional info.&lt;br /&gt;
1st brush was the origianl cliped one&lt;br /&gt;
2nd is the copy and paste version&lt;br /&gt;
3rd one is the cloned(spacebar) brush]]></description><category>Map Editing</category><pubDate>Sat, 04 Feb 2012 17:28:46 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2965</guid><comments>http://bugs.angua.at/view.php?id=2965#bugnotes</comments></item><item><title>0000578: falling on a lowering platform doesn't properly subtract the relative velocity, so you get more hurt than you should</title><author></author><link>http://bugs.angua.at/view.php?id=578</link><description><![CDATA[In my very fast elevator if I jump and start it going down, the elevator is lowering just slightly slower than I am falling, so I'm 'catching up' to it downward, but by the time I gently touch down inside the elevator (long before the elevator has reached the bottom level) I suddenly get killed as though I've fallen 50 feet and smashed into concrete. &lt;br /&gt;
&lt;br /&gt;
I figure the game doesn't know the elevator is going down very fast too, so that the impact should be very minimal, but rather the game simply knows how far I've falled (or it just knows my velocity) and then it knows I've &quot;touched down&quot; and thus I get killed.&lt;br /&gt;
&lt;br /&gt;
Is there any way to have the game take notice of any downward velocity of what I land on, and subtract it from my own downward velocity?]]></description><category>Design/Coding</category><pubDate>Sat, 04 Feb 2012 05:11:44 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=578</guid><comments>http://bugs.angua.at/view.php?id=578#bugnotes</comments></item><item><title>0003007: Entity &gt; Classname &gt; Choose entity class *Segmentation Fault* XreaL</title><author></author><link>http://bugs.angua.at/view.php?id=3007</link><description><![CDATA[Highlighting / selecting anything in a map, Entity Tab, select classname, press 'Choose entity class..' . Segmentation fault.&lt;br /&gt;
&lt;br /&gt;
I'm using the XreaL gamepack. And Doom3 it seems (although i don't have doom3, i just selected it as the game type, reloaded radiant and created a blank brush, pushed the button).]]></description><category>Design/Coding</category><pubDate>Sat, 04 Feb 2012 04:06:16 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3007</guid><comments>http://bugs.angua.at/view.php?id=3007#bugnotes</comments></item><item><title>0003004: Rare issue with AI getting stuck at doors</title><author></author><link>http://bugs.angua.at/view.php?id=3004</link><description><![CDATA[I've seen this twice in the past couple months. If an AI is too close to a door when they begin door handling, and they're not the first in line, they'll turn and walk away to a safe distance, giving others room to deal with the door. This is by design. The rare issue is that they don't leave this state and continue with door handling. If they're the first in line, everyone behind them gets blocked.]]></description><category>AI</category><pubDate>Fri, 03 Feb 2012 20:07:34 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3004</guid><comments>http://bugs.angua.at/view.php?id=3004#bugnotes</comments></item><item><title>0003003: Crash at shutdown after inserting prefab</title><author></author><link>http://bugs.angua.at/view.php?id=3003</link><description><![CDATA[The UndoSystem is triggering a crash when invoking the trackersClear() callback, which points to a RootNode() object in the main module that has not been deleted at this point (the ~RootNode() destructor would deregister itself but it doesn't happen until unloadModules()).]]></description><category>Design/Coding</category><pubDate>Fri, 03 Feb 2012 17:13:45 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3003</guid><comments>http://bugs.angua.at/view.php?id=3003#bugnotes</comments></item><item><title>0003002: Screenshot causing crash?</title><author></author><link>http://bugs.angua.at/view.php?id=3002</link><description><![CDATA[Baddcog has reported some problems in this area as well.  When I try to take a D3 screencapture, D3 crashes to desktop.  Path problem?]]></description><category>Coding</category><pubDate>Thu, 02 Feb 2012 22:13:46 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3002</guid><comments>http://bugs.angua.at/view.php?id=3002#bugnotes</comments></item><item><title>0002251: DR 1.3.1: Any items dragged snap back to original location</title><author></author><link>http://bugs.angua.at/view.php?id=2251</link><description><![CDATA[When I drag any object/brush/patch etc, if I don't click off said item after moving it sometimes reverts back to its old location, highly annoying.]]></description><category>Design/Coding</category><pubDate>Thu, 02 Feb 2012 02:48:23 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2251</guid><comments>http://bugs.angua.at/view.php?id=2251#bugnotes</comments></item><item><title>0002132: 3D grid feature</title><author></author><link>http://bugs.angua.at/view.php?id=2132</link><description><![CDATA[Evening&lt;br /&gt;
&lt;br /&gt;
I would like to put in a request for the above feature that I've seen in other 3D editors, the blue grid in the background as show in the following image - &lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://img690.imageshack.us/img690/4579/stedgarsexternal.jpg&quot;&gt;http://img690.imageshack.us/img690/4579/stedgarsexternal.jpg&lt;/a&gt; [&lt;a href=&quot;http://img690.imageshack.us/img690/4579/stedgarsexternal.jpg&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
It would make DR a tad easier, when you loose your bearings, where is up/down, left/right etc.]]></description><category>GUI</category><pubDate>Thu, 02 Feb 2012 01:49:58 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2132</guid><comments>http://bugs.angua.at/view.php?id=2132#bugnotes</comments></item><item><title>0002733: DR renames entities by putting a number 2 on the end.</title><author></author><link>http://bugs.angua.at/view.php?id=2733</link><description><![CDATA[This has been an issue since 1.5&lt;br /&gt;
&lt;br /&gt;
From what I have found it only does this to entites, and then only to those that have no numbers at the end of thier name their name - but then some entites survive unscathed.&lt;br /&gt;
&lt;br /&gt;
other entities that are renamed are all the players items/tools in the blue room.]]></description><category>Map Editing</category><pubDate>Thu, 02 Feb 2012 01:49:24 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2733</guid><comments>http://bugs.angua.at/view.php?id=2733#bugnotes</comments></item><item><title>0002402: Camera view gets stuck on axis rotate</title><author></author><link>http://bugs.angua.at/view.php?id=2402</link><description><![CDATA[This has been happening since 1.3.2 but today its enoughed me anout to post a bug report.]]></description><category>GUI</category><pubDate>Thu, 02 Feb 2012 01:44:55 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2402</guid><comments>http://bugs.angua.at/view.php?id=2402#bugnotes</comments></item><item><title>0003000: Darkradiant fails to build against newer boost library.</title><author></author><link>http://bugs.angua.at/view.php?id=3000</link><description><![CDATA[When running ./configure on a machine with Boost 1.48.0 I get this error:&lt;br /&gt;
 &lt;br /&gt;
checking for main in -lboost_regex-mt... no&lt;br /&gt;
configure: error: Boost.Regex not found&lt;br /&gt;
&lt;br /&gt;
Both the Boost runtimes and development files are installed. Also reproduced on Debian (sid) with the same Boost libraries installed.]]></description><category>General</category><pubDate>Wed, 01 Feb 2012 21:19:45 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=3000</guid><comments>http://bugs.angua.at/view.php?id=3000#bugnotes</comments></item><item><title>0002997: SVN TDM (1.08) not saving games properly</title><author></author><link>http://bugs.angua.at/view.php?id=2997</link><description><![CDATA[I just tried saving a game while testing my WIP.&lt;br /&gt;
&lt;br /&gt;
The WIP lives in the Doom 3 folder, next to darkmod. ( Doom 3/&lt;mygame&gt; )&lt;br /&gt;
&lt;br /&gt;
When you go to the Save/Load screen, existing savegames are shown. So TDM is reading Doom 3/&lt;mygame&gt;/savegames correctly.&lt;br /&gt;
&lt;br /&gt;
But if save another game, it doesn't show on the Save/Load screen. TDM saved it in Doom 3/darkmod/fms/&lt;mygame&gt;/savegames.&lt;br /&gt;
&lt;br /&gt;
If I restart TDM, it ignores Doom 3/darkmod/fms/&lt;mygame&gt;/savegames.]]></description><category>Saving/Loading</category><pubDate>Wed, 01 Feb 2012 05:05:09 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2997</guid><comments>http://bugs.angua.at/view.php?id=2997#bugnotes</comments></item><item><title>0002587: Go through Amita's sounds</title><author></author><link>http://bugs.angua.at/view.php?id=2587</link><description><![CDATA[The zip file is in your temp folder; don't forget to go through and find out what's useable.  Upload to sound_src as well.]]></description><category>Sound</category><pubDate>Mon, 30 Jan 2012 01:14:44 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2587</guid><comments>http://bugs.angua.at/view.php?id=2587#bugnotes</comments></item><item><title>0002999: Review blood/bleeding code</title><author></author><link>http://bugs.angua.at/view.php?id=2999</link><description><![CDATA[The current code for blood splats works around a limition inside the D3 engine - decals either stay for X seconds, or forever.&lt;br /&gt;
&lt;br /&gt;
We need, however, decals that stay for indefinitely, until they are removed.&lt;br /&gt;
&lt;br /&gt;
The work-around respawns the decals from time to time to be able to remove them (water arrays clean of blood). It would be cool if we could remove this workaround and simply have decals that stay until some event causes them to be removed, instead of just &quot;x seconds have passed&quot;.&lt;br /&gt;
&lt;br /&gt;
This would also allow eaier blood splat spawning (via emitters, f.i. instead always via special code)]]></description><category>Coding</category><pubDate>Sat, 28 Jan 2012 10:05:34 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=2999</guid><comments>http://bugs.angua.at/view.php?id=2999#bugnotes</comments></item><item><title>0001512: Blood decal disappears after dropping body</title><author></author><link>http://bugs.angua.at/view.php?id=1512</link><description><![CDATA[If you kill an AI, then shoulder them and drop them again, the blood decal on the AI disappears.  I noticed I hit an AI in the face, causing their face to be covered in blood, but when I carried and dropped them, their face was clean.  &lt;br /&gt;
&lt;br /&gt;
Not a serious issue, but just thought I'd note it.  Makes me wonder what happens if you shoulder a body with an arrow in it.]]></description><category>Coding</category><pubDate>Sat, 28 Jan 2012 10:02:38 +0100</pubDate><guid>http://bugs.angua.at/view.php?id=1512</guid><comments>http://bugs.angua.at/view.php?id=1512#bugnotes</comments></item></channel></rss>

