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From 2010-06-10 to 2010-06-23

2010-06-23

21:21 Bug #921: Blockmap-defined Linedef crossing order
According to the current logic the fact this ceiling will sometimes close due to a monster crossing linedef 1069 is a... danij
20:58 Bug #921: Blockmap-defined Linedef crossing order
To correct myself a little;
The fact that the bad guys seem to activate the back side of the trigger is perhaps rel...
vermil
21:11 Feature #1520 (Closed): Realistic switch sound origin (compatibility option)
The summary says all; the sound of a switch being pressed is playing at the wrong origin.
*Labels:* Sound
vermil

2010-06-22

23:07 Bug #921 (Progressed): Blockmap-defined Linedef crossing order
in house of pain which is episode 3 mission 3 in ultimate doom... at the start there are 3 ways to go, if you go stra... stavstav2

2010-06-14

20:35 Revision db3a0116 (github): Changed: Replaced Material flag MATF_GLOW with a glow strength multiplier (member of Material) and reworked handling of the per-material glowing properties to allow for variable strength glows. Removed per-plane glowing properties as these are now redundant. Updated game Material definitions accordingly with suitable defaults.
Added: Introduced a shadow color to fakeradio. Currently shadows are colored using the inverse-amplified, color avera... danij

2010-06-13

22:51 Revision 05c7ef7b (github): Completed first phase of work on reimplementing the game menu using a very similar design to the UI system in the engine.
danij
04:54 Bug #921: Blockmap-defined Linedef crossing order
A little correction. House of Pain is E3M4, not E3M3.
The former is the intended behaviour. Put simply if the crushe...
vermil
04:44 Feature #1516: [Heretic|Hexen] Add Doom-like option for fast monsters
The -fast command line option doesn't work in the original Heretic or HeXen. Or maybe it was removed for those games.... vermil
04:25 Bug #920 (Closed): pain elementals not spitting lost souls in lower lvls doom2.
bug in doom2 in beta 6.9 involves the pain elementals, yesterday played thru lvls 1-9, in tricks and traps lvl 7, as ... stavstav2

2010-06-11

10:43 Bug #919: [Doom] Blast damage algorithm
The world up axis is treated the same as the other axes it just depends on the value of server-game-radius-attack-nom... danij
10:38 Bug #919: [Doom] Blast damage algorithm
Indeed, I've just tested in Doom2.exe and Doom95 and got 83 every time.
Hence PrBoom+ 's 84 is wrong as well.
vermil

2010-06-10

08:56 Bug #919 (New): [Doom] Blast damage algorithm
Responding to your last comment in http://sourceforge.net/tracker/?func=detail&aid=2929822&group_id=74815&atid=542099... gobhuo
 

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