Project

General

Profile

Activity

From 2014-09-04 to 2014-09-17

2014-09-16

14:04 Doomsday Engine Bug #1866 (Closed): [Doom] Fortress of Mystery appears between wrong map on E2 intermission
The Fortress of Mystery on the E2 intermission incorrectly appears when the player is about to start E2M8 instead of ... vermil
00:08 Doomsday Engine Bug #1862: [Doom] Infunctional teleporter trigger in pwad BTSXep2
On closer inspection it turns out that there is indeed a logic regression here. The collision test in PIT_StompThing ... danij
00:05 Doomsday Engine Bug #1862 (In Progress): [Doom] Infunctional teleporter trigger in pwad BTSXep2
danij

2014-09-15

15:22 Doomsday Engine Bug #1862: [Doom] Infunctional teleporter trigger in pwad BTSXep2
Evidently this is not the same as Issue #1800
The reason the teleport fails is because the teleport destination at...
danij
08:48 Doomsday Engine Feature #1865 (New): Align 3D model's head with the target's direction
It would make enemies for believable if they turned their head to look at their target rather than always staring str... skyjake

2014-09-14

23:22 Doomsday Engine Bug #1862: [Doom] Infunctional teleporter trigger in pwad BTSXep2
I've just remembered the report about the TNT Map31 teleports not reliably functioning and actually wonder if this th... vermil

2014-09-13

12:50 Doomsday Engine Feature #1864: Remember material, particle and decoration animation states in saved games
Well, part of the reason I wrote the original subject title was because I considered that I may have more to add to i... vermil

2014-09-12

15:37 Doomsday Engine Feature #1864: Remember material, particle and decoration animation states in saved games
With regard to materials, saving of their animation state should wait until material instances have their lifetimes s... danij
13:50 Doomsday Engine Feature #1864 (New): Remember material, particle and decoration animation states in saved games
I wasn't sure whether these could be classed as bugs or not and I imagine the subject may look a little dumb. But any... vermil

2014-09-09

12:43 Doomsday Engine Bug #1863: [automap] line updating
While I'm at it, I can't guess if it's a bug or a deliberate change; in Doom, the line glow for exit line types only ... vermil
12:22 Doomsday Engine Bug #1863 (New): [automap] line updating
A couple of small updating oversights with the automap and single use line types (i.e D1 line types) that feature glo... vermil

2014-09-07

22:10 Doomsday Engine Bug #1862 (Closed): [Doom] Infunctional teleporter trigger in pwad BTSXep2
This is Back to Satan X EP2.
In both beta1 and 2 (the two released versions as of writing) of this wad, the W1 mon...
vermil

2014-09-05

22:58 Doomsday Engine Bug #1861: [ATI] Line antialising vs crosshair opacity
The crosshair is drawn with translucency. It looks to me like the antialiasing makes it appear that the crosshair is ... danij
22:41 Doomsday Engine Bug #1861: [ATI] Line antialising vs crosshair opacity
Screenshots are attached. I admit that the difference is slight and the crosshairs are drawn so close to each other t... vermil
22:40 Doomsday Engine Bug #1861: [ATI] Line antialising vs crosshair opacity
Screenshots are attached. I admit it's probably very slight and it's probably only noticeable when one actually toggl... vermil
22:25 Doomsday Engine Bug #1861: [ATI] Line antialising vs crosshair opacity
Can you post a screenshot of the problem? danij
21:57 Doomsday Engine Bug #1861 (Closed): [ATI] Line antialising vs crosshair opacity
Antialiasing appears to cause the players cross hair to be drawn twice, not quite on top of each other. vermil
21:56 Doomsday Engine Bug #1860 (Closed): [Doom] Final Doom teleporter quirk broken
Pretty much what the subject states; Dday no longer replicates the teleport quirk in Final Doom, where the players Z ... vermil
 

Also available in: Atom