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From 2007-05-16 to 2007-05-29

2007-05-29

12:36 Bug #62: Halo clipping vs. masked walls
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This is an interesting problem. If we really want to handle this prope...
danij
12:27 Bug #52: [Render hack] Fake/see-through bridges
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See my comments here: http://sourceforge.net/tracker/index.php?func=de...
danij
12:23 Bug #376: [Hexen MP] Weapons for all player classes
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Basically this requires that all weapons are spawned on the map for al...
danij
12:19 Bug #412: Using diffrent weapon ammo bug
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I have been rewriting the player weapon management so that it can hand...
danij
12:13 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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We are almost ready to begin supporting these tricks.
I've been in ...
danij
12:02 Bug #317: PO_TranslateToStartSpot: Multiple polyobjs in a single ssec
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We plan to change polyobject handling to use an origin mobj and there...
danij
11:56 Bug #365: jDoom64: Save games crash
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I'm not sure (haven't looked into this yet) but it is likely to be rel...
danij
11:53 Bug #388: Missile speeds (steep vertical angles)
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To fix this, the calculations need to use an equation which takes into...
danij
11:51 Bug #405: Pitch changes do not work, can't change frequencies
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My system uses the same on-board sound chipset as mentioned in this re...
danij
11:48 Bug #426: Client can't do any damage with weapon, then crashes
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Yes it is. We are currently in the process of changing how firing is h...
danij

2007-05-28

06:50 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
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bump - whats happening here ?
yagisan
06:49 Bug #321: wrong texture used
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bump - whats happening here ?
yagisan
06:49 Feature #1406: Record particles and other effects in demos
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I have added a note into the beta6 release plan that clients should record local
ef...
skyjake
06:48 Bug #302: Cacodemons getting stuck.
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bump - whats happening here ?
yagisan
06:46 Bug #230: Particle Generator bug with sunken floors
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bump - whats happening here ?
yagisan
06:45 Bug #216: Wrong model rendered (Model Selector/DED reader)
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bump - whats happening here ?
yagisan
06:43 Bug #214: Models not rendered if the sector they are in isn't vissible
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bump - whats happening here ?
yagisan
06:43 Feature #1314: Particle spawn rate affected by mobj visibility
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Yes that would be a much better sollution (assign more
particles to objects nearby)...
danij
06:40 Bug #144: Multiple Overlapping Items
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bump - whats happening here ?
yagisan
06:40 Bug #62: Halo clipping vs. masked walls
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bump - whats happening here ?
yagisan
06:39 Bug #52: [Render hack] Fake/see-through bridges
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bump - whats happening here ?
yagisan
06:36 Feature #1171: Center HUD weapon position when firing
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I guess the following bug is somewhat related to this but a
bit more of a problem.
...
danij
06:34 Bug #376: [Hexen MP] Weapons for all player classes
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bump - whats happening here ?
yagisan
06:31 Bug #412: Using diffrent weapon ammo bug
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bump - whats happening here ?
yagisan
06:26 Bug #444: demo writing writes strange "vibrations"
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yeach - the very well known demo playback is buggered. Oh skyjake ......
yagisan
06:24 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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bump - whats happening here ?
yagisan
06:23 Bug #174: Particles sticking to sky walls
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bump - whats happening here ?
yagisan
06:20 Bug #317: PO_TranslateToStartSpot: Multiple polyobjs in a single ssec
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bump - whats happening here ?
yagisan
06:19 Bug #362: jDoom64: No music in some levels
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bump - whats happening here ?
yagisan
06:19 Bug #365: jDoom64: Save games crash
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bump - whats happening here ?
yagisan
06:18 Bug #385: Hexen Common CTD - Segmentation Violation
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closing - fixed in svn
yagisan
06:17 Bug #388: Missile speeds (steep vertical angles)
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bump - whats happening here ?
yagisan
06:16 Bug #405: Pitch changes do not work, can't change frequencies
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bump - whats happening here ?
yagisan
06:14 Bug #408: segmentation violation / "ran out of things"
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closing - fixed in svn
yagisan
06:12 Bug #442: Final Doom, TNT hangs in level 8
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Closing - fixed in svn
yagisan
06:07 Bug #426: Client can't do any damage with weapon, then crashes
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is this still happening in 1.9.0beta5.1 ?
yagisan
06:05 Bug #94: Wrong flat textures on clientside
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bump - whats happening here ?
yagisan
06:03 Bug #115: Player anims broken on client
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bump - whats happening here ?
yagisan
06:02 Bug #407: Crushing ceilings stall and won't restart
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Closing - Fixed in svn
yagisan
05:50 Bug #411: Game crashes when startig new game in TNT Evilution
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Closing - it is fixed in svn
yagisan

2007-05-27

23:21 Bug #449: Segmentation Violation
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this also happens when hosting from inside the game, the host player...
kajer
21:02 Bug #449 (Closed): Segmentation Violation
NetCl_UpdatePlayerInfo: pl=2 color=0
Segmentation Violation
When I run a dedicated server, out of the box, stan...
kajer
21:02 Bug #446: Can not walk along walls - gets stuck - beta5
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When running dedicated server, this is no longer a problem, just whe...
kajer

2007-05-26

18:48 Bug #448 (Closed): FloorAndCeiling special actions only moves floor
Special actions 95 and 96 (FloorAndCeiling_LowerByValue and FloorAndCeiling_RaiseByValue) are broken, only moving the... quietust
18:44 Bug #447 (Closed): Polyobjects become nonsolid, unusable
In some levels, polyobjects enter a state in which it is possible to walk through them and it is not possible to USE ... quietust

2007-05-24

07:44 Feature #1447 (New): Co-op player actions (giving, healing)
One thing I think Doomsday needs is the ability to drop items like Ammo and Weapons in CO-OP games to share with othe... smoke_tetsu

2007-05-22

18:04 Feature #1418: Melting Screen effect
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Granted it has no negative impact, though i believe it's
jaako's goal to keep the v...
papercut2
18:00 Feature #1445: Player Max Ammo Values in Heretic
- **Milestone**: Next Release --> Eventually
danij
17:56 Feature #1361: Rotation of objects away from walls during map load
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Apologies for the double-post. I hit the Refresh button at an inoppo...
flamepanther
17:42 Feature #1442: PC Speaker Sounds/Emulation
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Some more description...
The sound volume should affect the emula...
jimigrey

2007-05-20

03:30 Feature #1429: Support for Freedoom
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Actually, I would prefer for Freedom to become Doom II compatible. ...
flamepanther
00:35 Feature #1429: Support for Freedoom
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Well, that's FreeDoom should become Doom2-compatible!
mercury13_kiev
01:14 Feature #1446 (Closed): Separate saved games for game profiles and users
How feasible would it be for user created profiles (TCs etc.) to have their own saves instead of taking up slots in D... flamepanther
01:09 Feature #1361: Rotation of objects away from walls during map load
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Has this become any more feasible since 2004? I'd like to see such a...
flamepanther
01:02 Feature #1361: Rotation of objects away from walls during map load
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Has this become any more feasible since 2004? I'd like to see such a...
flamepanther
01:02 Feature #1361: Rotation of objects away from walls during map load
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I seem to recall seeing some regular THINGs with a non-zero
angle. (Maybe only in H...
skyjake
00:49 Feature #1428: Support for Chex Quest
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It is my understanding that the official release version of Chex Quest...
danij
00:27 Feature #1427: Support for HACX
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The majority of these should be considered bugs rather than being grou...
danij

2007-05-18

04:29 Feature #1429: Support for Freedoom
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FreeDoom is Boom compatible. It will work once all Boom features are ...
yagisan

2007-05-17

20:57 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
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I really do need more info on this in order to investigate.
danij
20:45 Feature #1177: Autohide + Floating statusbar options
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Sort of under this heading - I would like an additional setting
for the status bar ...
aemitchell
20:44 Feature #1182: Titlescreen demo sequences using InFine
_(originally posted by anonymous SF.net user)_
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I presume this functionality would include determinat...
skyjake
20:43 Feature #1200: Non-Rectangular Resolutions
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Yes, the sprites are currently not correctly scaled compared
to the display aspect r...
skyjake
20:41 Feature #1223: 16:9 widescreen mode
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A 16:9 wide-screen mode is not a bad idea in itself.
skyjake
20:40 Feature #1228: Damage from nukage splats
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I believe this brings us back to the damaging particles topic.
papercut2
20:37 Feature #1268: Individual sounds for Creatures.
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You can do that with .deds I believe.
I dont think the weapon firing sounds can b...
papercut2
20:35 Feature #1301: Redesigned DED Reader
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I don't intend to update the DED Manager any more. Editing DEDs in a
text editor is ...
skyjake
20:28 Bug #154: Masked texture lines
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Moving to bugs (although, not so in the strictest sense).
danij
20:23 Feature #1367: Ambient Light Level
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hmm, the old gamma correction (F11) still works in Doomsday,
surely, set to 1 is da...
ben2k9
20:20 Feature #1421: Heretic: Save state of inventory in saved games
_(originally posted by anonymous SF.net user)_
This Tracker item was closed automatically by the system. It was
prev...
skyjake
20:19 Feature #1427: Support for HACX
- **status**: open --> closed
- **milestone**: --> Version 1.9
danij
20:13 Feature #1427: Support for HACX
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Issues I've found so far:
-Messages and some menus revert to the Doom font instead ...
flamepanther
20:07 Feature #1434: No vsync option anywhere
- **status**: open --> closed
- **milestone**: --> Version 1.9
danij
20:06 Feature #1435: Old-style sound queing
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It is possible to make this optional if it is not already.
danij
20:04 Feature #1437: OpenAL support
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openal is supported - oddly not working for me right now - but we hav...
yagisan
19:47 Bug #445: WAD Loading/using problem
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All issues resulting in fatal errors with this PWAD have been resolved...
danij
 

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