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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://mantis.zdoom.org/</docs><link>http://mantis.zdoom.org/</link><description><![CDATA[ZDoom - Issues]]></description><title>ZDoom - Issues</title><image><title>ZDoom - Issues</title><url>http://mantis.zdoom.org/images/mantis_logo_button.gif</url><link>http://mantis.zdoom.org/</link><description><![CDATA[ZDoom - 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>0000074: Bugged bouncing behavior when Hexen bouncetype projectiles with +BOUNCEONACTORS &amp; limited bouncecount hit actors.</title><author></author><link>http://mantis.zdoom.org/view.php?id=74</link><description><![CDATA[It seems when shooting projectiles with the Hexen bouncetype, +BOUNCEONACTORS, and a limited bouncecount at actors... the projectile will bounce infinitely and never die. This behavior didn't always happen, seemed fine in ZDoom 2.5.0, and builds of GZDoom prior to 1.8.6.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Video demonstrating the bug. &lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://www.youtube.com/watch?v=wGigvuw3eok&quot;&gt;https://www.youtube.com/watch?v=wGigvuw3eok&lt;/a&gt;&quot;&gt;https://www.youtube.com/watch?v=wGigvuw3eok&quot;&gt;https://www.youtube.com/watch?v=wGigvuw3eok&lt;/a&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Pardon my awkward way of speaking, was extremely sleep deprived.]]></description><category>Bug</category><pubDate>Wed, 18 Apr 2018 00:55:37 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=74</guid><comments>http://mantis.zdoom.org/view.php?id=74#bugnotes</comments></item><item><title>0000280: Possibility to link intermission scripts</title><author></author><link>http://mantis.zdoom.org/view.php?id=280</link><description><![CDATA[by using 'enterpic' in mapinfo you can either chose to display a fullscreen image of your next level, or you can create a world map showing which maps you have finished and which you are about to enter.&lt;br /&gt;&lt;br /&gt;
But there seem to be no option to link multiple of these together. Say the player finish Map01, he gets the kills-count etc. and press use - now the player would enter the world-map and see the map he just finished - and the map he is going to, as the player press use I would like him to move on to a second &quot;enterpic&quot; - or preferably just a continue of it - just link you can use 'link =' in the endgame intermissions to go to the next intermission - if no link = would be present, the press of use would continue to the next level (or to the cluster entertext if any is set'.&lt;br /&gt;&lt;br /&gt;
I've researched quite a bit, and it seem this kind of action is impossible today, but would be very useful for making more interesting and customisable things between levels. I have tried to &quot;fake&quot; it by creating extra levels that is scripted to end - but if those have intermission enabled they will show a kill-count, and if intermission is disabled they basicly dont do anything for extra intermission options.. so I'd love to see the function added to use something like &quot;link = &quot; inside enterpic lumps to allow to chain more together between levels.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Please tell if I didn't make it clear what I mean, English isn't my primary language :)]]></description><category>Feature</category><pubDate>Mon, 26 Jun 2017 16:01:58 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=280</guid><comments>http://mantis.zdoom.org/view.php?id=280#bugnotes</comments></item><item><title>0000641: Crash when changing true color mode</title><author></author><link>http://mantis.zdoom.org/view.php?id=641</link><description><![CDATA[I can reliably get a crash in 3.0.0 64 bit when changing to software output and switching true color mode off.]]></description><category>Bug</category><pubDate>Sun, 30 Apr 2017 09:21:40 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=641</guid><comments>http://mantis.zdoom.org/view.php?id=641#bugnotes</comments></item><item><title>0000642: 'playdemo' CCMD doesn't handle '*' as a map name</title><author></author><link>http://mantis.zdoom.org/view.php?id=642</link><description><![CDATA[When you try to play a demo which was recorded like this:&lt;br /&gt;&lt;br /&gt;
&lt;pre&gt;&lt;code class=&quot;language-none&quot;&gt;recordmap blah.lmp *&lt;/code&gt;&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;
The demo fails to play with this message:&lt;br /&gt;&lt;br /&gt;
&lt;pre&gt;&lt;code class=&quot;language-none&quot;&gt;Could not find map *&lt;/code&gt;&lt;/pre&gt;]]></description><category>Bug</category><pubDate>Sun, 30 Apr 2017 08:37:56 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=642</guid><comments>http://mantis.zdoom.org/view.php?id=642#bugnotes</comments></item><item><title>0000639: Clipping Rectangle debug display</title><author></author><link>http://mantis.zdoom.org/view.php?id=639</link><description><![CDATA[Often times, figuring out whether your clipping rectangle is correct or not is a LOT of invisible guesswork and can be very frustrating and consume a lot of unnecessary time.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Can there be a debug option to draw where the bounds of the current clipping rectangle is? Like a simple 1-pixel-thickness rectangle or something.]]></description><category>Feature</category><pubDate>Sat, 29 Apr 2017 22:33:26 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=639</guid><comments>http://mantis.zdoom.org/view.php?id=639#bugnotes</comments></item><item><title>0000637: OGG sounds are sometimes silent on first play</title><author></author><link>http://mantis.zdoom.org/view.php?id=637</link><description><![CDATA[The first time an ogg format sound effect is to be played, it will potentially be silent.&lt;br /&gt;&lt;br /&gt;
Confirmed in GZDoom g3.0pre-79-gec1aeaf (latest devbuild as of posting)]]></description><category>(No Category)</category><pubDate>Sat, 29 Apr 2017 08:32:45 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=637</guid><comments>http://mantis.zdoom.org/view.php?id=637#bugnotes</comments></item><item><title>0000635: Custom HUD disappearing if HUD scaling &lt; 3</title><author></author><link>http://mantis.zdoom.org/view.php?id=635</link><description><![CDATA[Run attached example.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Make sure screenblocks = 10.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
You will most probably see an empty HUD, unless the scale setting (either override or the fullscreen HUD scale) is 3 or larger.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Don't know since when this broke but smaller scale values used to not exhibit this bug.]]></description><category>Bug</category><pubDate>Sat, 29 Apr 2017 03:27:23 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=635</guid><comments>http://mantis.zdoom.org/view.php?id=635#bugnotes</comments></item><item><title>0000633: Console command to reload current map</title><author></author><link>http://mantis.zdoom.org/view.php?id=633</link><description><![CDATA[I'm working on a mod with multiple maps, and it'd be nice to be able to reload a map after making changes in an editor by pressing a single key instead of opening the console and typing &quot;map map01&quot;. The single key binding isn't currently possible because the command's argument will change based on which map is loaded. So a new command, named something like &quot;reloadcurrentmap&quot;, would be ideal. Bonus: an analogue of this new command for &quot;changemap&quot;, ie does same thing but retains the player's inventory and health.]]></description><category>Feature</category><pubDate>Fri, 28 Apr 2017 15:19:49 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=633</guid><comments>http://mantis.zdoom.org/view.php?id=633#bugnotes</comments></item><item><title>0000630: WeaponGiver pickup failure produces error messages in hubs</title><author></author><link>http://mantis.zdoom.org/view.php?id=630</link><description><![CDATA[If a weapongiver fails to be picked up, returning to the map later in a hub will print a message in the console: &quot;Actor of type [weapon] at (0.000000,0.000000) left without a state&quot;&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Confirmed with GZDoom g3.0pre-52-g82b0326 (latest as of posting)]]></description><category>(No Category)</category><pubDate>Thu, 27 Apr 2017 04:11:29 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=630</guid><comments>http://mantis.zdoom.org/view.php?id=630#bugnotes</comments></item><item><title>0000624: Exit specials crash</title><author></author><link>http://mantis.zdoom.org/view.php?id=624</link><description><![CDATA[If the value of a player start thing's first argument doesn't match the one passed to one of the exit specials (Exit_Normal or Exit_Secret), the engine crashes when attempting to load the next map.]]></description><category>Bug</category><pubDate>Tue, 25 Apr 2017 14:42:26 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=624</guid><comments>http://mantis.zdoom.org/view.php?id=624#bugnotes</comments></item><item><title>0000620: ZScript HUD SetClipRect h variable not working</title><author></author><link>http://mantis.zdoom.org/view.php?id=620</link><description><![CDATA[[code=c++]&lt;br /&gt;&lt;br /&gt;
SetClipRect(0, 1080 - 128, 64, 64);&lt;br /&gt;&lt;br /&gt;
DrawImage(&quot;STARTAN2&quot;, (0, 1080), DI_ITEM_LEFT_BOTTOM);&lt;br /&gt;&lt;br /&gt;
[/code]&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
This piece of code successfully clips the STARTAN2 texture in half horizontally as expected, but does nothing to it vertically, leaving a 64 * 128 texture on the screen when a 64 * 64 texture was expected.]]></description><category>Bug</category><pubDate>Sun, 23 Apr 2017 05:58:59 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=620</guid><comments>http://mantis.zdoom.org/view.php?id=620#bugnotes</comments></item><item><title>0000613: OpenAL console errors</title><author></author><link>http://mantis.zdoom.org/view.php?id=613</link><description><![CDATA[&lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://puu.sh/vrt0H/cc3f5ca7be.jpg&quot;&gt;https://puu.sh/vrt0H/cc3f5ca7be.jpg&lt;/a&gt;&quot;&gt;https://puu.sh/vrt0H/cc3f5ca7be.jpg&quot;&gt;https://puu.sh/vrt0H/cc3f5ca7be.jpg&lt;/a&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Upon starting a new game, using D4D.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
The good news, LOOP_ tags are at least working.]]></description><category>Bug</category><pubDate>Sun, 23 Apr 2017 02:07:15 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=613</guid><comments>http://mantis.zdoom.org/view.php?id=613#bugnotes</comments></item><item><title>0000619: fbc1028 : Dehacked patches are not loaded</title><author></author><link>http://mantis.zdoom.org/view.php?id=619</link><description><![CDATA[Dehacked patches are not loaded and this is printed on the console&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Adding dehacked patch cchest3.wad:DEHACKED&lt;br /&gt;&lt;br /&gt;
Script error, &quot;gzdoom.pk3:dehsupp.txt&quot; line 278:&lt;br /&gt;&lt;br /&gt;
Invalid state range in 'Weapon'&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Could not load DEH support data]]></description><category>Bug</category><pubDate>Sat, 22 Apr 2017 14:59:48 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=619</guid><comments>http://mantis.zdoom.org/view.php?id=619#bugnotes</comments></item><item><title>0000618: Water splash after loading saved game</title><author></author><link>http://mantis.zdoom.org/view.php?id=618</link><description><![CDATA[Replaying Enjay's [url=&lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://forum.zdoom.org/viewtopic.php?t=55741&quot;&gt;https://forum.zdoom.org/viewtopic.php?t=55741&lt;/a&gt;&quot;&gt;https://forum.zdoom.org/viewtopic.php?t=55741&quot;&gt;https://forum.zdoom.org/viewtopic.php?t=55741&lt;/a&gt;&lt;/a&gt;]Waterlab[/url] once again, I noticed one issue upon loading of saved game: some actors do water splash while they shouldn't.&lt;br /&gt;&lt;br /&gt;
I tracked down the problem to [url=&lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://github.com/coelckers/gzdoom/commit/b7b0e644716858928a2f7812cbd3f2f51d7e4b7b&quot;&gt;https://github.com/coelckers/gzdoom/commit/b7b0e644716858928a2f7812cbd3f2f51d7e4b7b&lt;/a&gt;&quot;&gt;https://github.com/coelckers/gzdoom/commit/b7b0e644716858928a2f7812cbd3f2f51d7e4b7b&quot;&gt;https://github.com/coelckers/gzdoom/commit/b7b0e644716858928a2f7812cbd3f2f51d7e4b7b&lt;/a&gt;&lt;/a&gt;]this commit[/url] but found no way to make it work without reverting it.]]></description><category>Bug</category><pubDate>Sat, 22 Apr 2017 12:00:37 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=618</guid><comments>http://mantis.zdoom.org/view.php?id=618#bugnotes</comments></item><item><title>0000617: Some module music not working with OpenAL</title><author></author><link>http://mantis.zdoom.org/view.php?id=617</link><description><![CDATA[Load the attached file. &lt;br /&gt;&lt;br /&gt;
Enter &quot;changemus Music/Cirdan.xm&quot;.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Also affected: I_TOM01 (from CIF3, also included)&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Neither of these music pieces want to work.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
There may be more.]]></description><category>Bug</category><pubDate>Sat, 22 Apr 2017 06:52:20 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=617</guid><comments>http://mantis.zdoom.org/view.php?id=617#bugnotes</comments></item><item><title>0000615: Very Fatal Error with EndTitle</title><author></author><link>http://mantis.zdoom.org/view.php?id=615</link><description><![CDATA[If the game returns to title screen, as in via 'next = EndTitle' in MAPINFO, with no cluster message present, the game crashes with Very Fatal Error.&lt;br /&gt;&lt;br /&gt;
Confirmed with GZDoom g3.0pre-31-g1852079 (latest version at time of posting)]]></description><category>Bug</category><pubDate>Sat, 22 Apr 2017 01:59:44 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=615</guid><comments>http://mantis.zdoom.org/view.php?id=615#bugnotes</comments></item><item><title>0000409: loop_start tags do not work with OpenAL backend</title><author></author><link>http://mantis.zdoom.org/view.php?id=409</link><description><![CDATA[If an OGG music track contains a loop_start tag, and you are using the OpenAL backend, the loop_start tag is ignored, and the song is repeated from the beginning.]]></description><category>Bug</category><pubDate>Fri, 21 Apr 2017 08:07:45 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=409</guid><comments>http://mantis.zdoom.org/view.php?id=409#bugnotes</comments></item><item><title>0000612: DrawBar function takes an alpha parameter but never uses it</title><author></author><link>http://mantis.zdoom.org/view.php?id=612</link><description><![CDATA[The [url=&lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://github.com/coelckers/gzdoom/blob/master/wadsrc/static/zscript/statusbar/statusbar.txt#L972&quot;&gt;https://github.com/coelckers/gzdoom/blob/master/wadsrc/static/zscript/statusbar/statusbar.txt#L972&lt;/a&gt;&quot;&gt;https://github.com/coelckers/gzdoom/blob/master/wadsrc/static/zscript/statusbar/statusbar.txt#L972&quot;&gt;https://github.com/coelckers/gzdoom/blob/master/wadsrc/static/zscript/statusbar/statusbar.txt#L972&lt;/a&gt;&lt;/a&gt;]DrawBar[/url] Status Bar Function takes alpha as the last parameter, but never uses it...]]></description><category>Bug</category><pubDate>Fri, 21 Apr 2017 03:56:09 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=612</guid><comments>http://mantis.zdoom.org/view.php?id=612#bugnotes</comments></item><item><title>0000603: Offset issue with level stats on automap</title><author></author><link>http://mantis.zdoom.org/view.php?id=603</link><description><![CDATA[The items tally on the automap doesn't align properly with the monsters and secrets ones.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
See the attached screenshots for comparison between 3.0pre-15-g11e6cfc and 2.4.0.]]></description><category>Bug</category><pubDate>Fri, 21 Apr 2017 03:44:29 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=603</guid><comments>http://mantis.zdoom.org/view.php?id=603#bugnotes</comments></item><item><title>0000611: OpenAL: Volume resets in Windows Sound Mixer between maps</title><author></author><link>http://mantis.zdoom.org/view.php?id=611</link><description><![CDATA[If using OpenAL when loading a new map (must not be part of current map's hub), GZDoom's volume in Windows Sound Mixer will automatically reset itself to match system master volume.&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Confirmed in GZDoom g3.0pre-25-g403634c (latest devbuild as of posting).]]></description><category>Bug</category><pubDate>Fri, 21 Apr 2017 03:30:28 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=611</guid><comments>http://mantis.zdoom.org/view.php?id=611#bugnotes</comments></item><item><title>0000593: Damage Factors do not work on projectiles that can be killed</title><author></author><link>http://mantis.zdoom.org/view.php?id=593</link><description><![CDATA[Damage Factors are ignored if they're applied to a projectile that has the SHOOTABLE flag.]]></description><category>Bug</category><pubDate>Thu, 20 Apr 2017 19:43:01 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=593</guid><comments>http://mantis.zdoom.org/view.php?id=593#bugnotes</comments></item><item><title>0000608: Breakable blocks in Hocus Doom do not work</title><author></author><link>http://mantis.zdoom.org/view.php?id=608</link><description><![CDATA[The breakable blocks in [url=&lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://forum.zdoom.org/viewtopic.php?f=19&amp;t=45804&quot;&gt;https://forum.zdoom.org/viewtopic.php?f=19&amp;t=45804&lt;/a&gt;&quot;&gt;https://forum.zdoom.org/viewtopic.php?f=19&amp;t=45804&quot;&gt;https://forum.zdoom.org/viewtopic.php?f=19&amp;t=45804&lt;/a&gt;&lt;/a&gt;]Hocus Doom[/url] do not work on recent builds.]]></description><category>Bug</category><pubDate>Thu, 20 Apr 2017 14:11:34 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=608</guid><comments>http://mantis.zdoom.org/view.php?id=608#bugnotes</comments></item><item><title>0000595: Restarting from the console causes a crash</title><author></author><link>http://mantis.zdoom.org/view.php?id=595</link><description><![CDATA[Executing the 'restart' CCMD from the console causes the engine to crash.]]></description><category>Bug</category><pubDate>Thu, 20 Apr 2017 11:58:34 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=595</guid><comments>http://mantis.zdoom.org/view.php?id=595#bugnotes</comments></item><item><title>0000602: QZDoom not loading with Insanity Brutality</title><author></author><link>http://mantis.zdoom.org/view.php?id=602</link><description><![CDATA[QZDoom crashes when loaded with IB. Crash report: &lt;a href=&quot;&lt;a target=&quot;_blank&quot; href=&quot;https://drive.google.com/file/d/0B-XaN4nGjApVR1NOSHNPZlA3eFk/view?usp=sharing&quot;&gt;https://drive.google.com/file/d/0B-XaN4nGjApVR1NOSHNPZlA3eFk/view?usp=sharing&lt;/a&gt;&quot;&gt;https://drive.google.com/file/d/0B-XaN4nGjApVR1NOSHNPZlA3eFk/view?usp=sharing&quot;&gt;https://drive.google.com/file/d/0B-XaN4nGjApVR1NOSHNPZlA3eFk/view?usp=sharing&lt;/a&gt;&lt;/a&gt;]]></description><category>Bug</category><pubDate>Wed, 19 Apr 2017 09:55:12 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=602</guid><comments>http://mantis.zdoom.org/view.php?id=602#bugnotes</comments></item><item><title>0000596: Build error with NO_OPENAL defined</title><author></author><link>http://mantis.zdoom.org/view.php?id=596</link><description><![CDATA[&lt;pre&gt;&lt;code class=&quot;language-none&quot;&gt;Severity	Code	Description	Project	File	Line	Suppression State
Error	LNK2001	unresolved external symbol &quot;struct ReverbContainer * ForcedEnvironment&quot; (?ForcedEnvironment@@3PEAUReverbContainer@@EA)	zdoom	C:\Games\doom 2\GZSource\src\eaxedit.obj	1	
&lt;/code&gt;&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
I've tried everything I could to fix this but it just won't change.]]></description><category>Bug</category><pubDate>Tue, 18 Apr 2017 08:57:36 -0500</pubDate><guid>http://mantis.zdoom.org/view.php?id=596</guid><comments>http://mantis.zdoom.org/view.php?id=596#bugnotes</comments></item></channel></rss>
