Activity
From 2004-08-04 to 2004-08-17
2004-08-17
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19:01 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Disappearing Warrior/Embedded Gargoyle demo (Aug 12 CVS Linux)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_... -
19:01 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Logged In: YES
user_id=1103163
Beating a dead horse probably, but here's another
manifestation of the bug I can re... -
00:10 Feature #1357 (New): [InFine] More blending modes (add/mul/inv etc)
- It would be usefull if these blending modes were made
available to be used with InFine objects:
add/mul/inv etc....
2004-08-14
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23:08 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Logged In: YES
user_id=1103163
Problem persists in CVS version I grabbed on Aug 12. -
05:16 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Screwy Savefile!
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7fdb695a/4705/attachment/HticSa... -
05:16 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Logged In: YES
user_id=1103163
Seems there's a bigger problem with enemy clipping here;
using KITTY I found my two...
2004-08-13
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03:38 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Demo of Heretic Ironlich Bug (made with 1.8.0 Linux)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/th... -
03:38 Bug #188: jHeretic/jHexen enemy clipping errors on Linux
- Logged In: YES
user_id=1103163
Here's a demo of the bug in action. It also demonstrates a
weapon oddity that may b... -
02:07 Bug #188 (Closed): jHeretic/jHexen enemy clipping errors on Linux
- This happens to me on the Linux version of 1.8.0; I
don't use Windows so I haven't tested that version. I'm
using t...
2004-08-11
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05:41 Bug #187: buffer overrun in jDoom
- Logged In: YES
user_id=1099143
thank you for the response, indeed anything is better than
nothing, so i appreciat...
2004-08-10
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20:03 Bug #187: buffer overrun in jDoom
- Logged In: YES
user_id=717323
I answer those that I have time for, providing I know what could
be causing the prob... -
18:54 Bug #187: buffer overrun in jDoom
- Logged In: YES
user_id=1099143
why no response? i see most of these other posts have been
replied to within a day...
2004-08-08
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22:12 Revision f418004f (github): USHORT segs
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22:11 Revision d706abba (github): Load MUS routines, if present
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22:11 Revision 67e98dba (github): Removed extra spaces
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22:10 Revision 38711271 (github): Use timidity for playing MIDI
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22:09 Revision f5c80019 (github): Convert MUS to standard MIDI
2004-08-07
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17:17 Revision 71af6d5f (github): Show URL of project page on SourceForge
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10:59 Revision e5941ecd (github): Added player-move-speed
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10:58 Revision a4df4ac7 (github): Fixed segfault in sight checking (outside the valid area?)
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10:58 Revision ad61dae4 (github): Cleanup
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10:55 Revision 42b8e74f (github): Changes for 1.8.1
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06:41 Feature #1171: Center HUD weapon position when firing
- Logged In: YES
user_id=1248824
Originator: NO
bump - whats happening here ? -
00:39 Revision 986da1c2 (github): Removed a redundant jump check
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00:38 Revision 1e567212 (github): Fixed jumping
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00:38 Revision 2692a58f (github): Changes for 1.8.1
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00:31 Revision 0e9ba06f (github): Added Include/Common/p_ticcmd.h
2004-08-06
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23:57 Revision 72335d7f (github): Added common ticcmd struct
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23:42 Revision 67111548 (github): Fixed ticcmd handling
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23:41 Revision 0f82ebde (github): Fixed ticcmd handling, removed non-smooth camera
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23:38 Revision f328e362 (github): Removed non-smooth camera
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21:07 Bug #187 (Closed): buffer overrun in jDoom
- hello, i have been having quite some difficutly getting
jDoom to exec. i have tried ALL versions of jDoom
(includ... -
19:41 Revision c178c63e (github): Fixed my name
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19:40 Revision d18e133b (github): Fixed my name
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19:39 Revision ed9db4ae (github): Don't assume that gl.SetInteger has been set
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19:17 Revision fb5ed1b0 (github): RC4: final release candidate
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17:55 Revision e5eee529 (github): Further improvements and cleanup in frametime syncing
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17:54 Revision a730afe7 (github): Big-endian compliance
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17:46 Revision 592a1011 (github): Use GL_CLAMP_TO_EDGE for more appropriate texture clamping
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