Activity
From 2007-05-21 to 2007-06-03
2007-05-31
- 11:10 Bug #388: Missile speeds (steep vertical angles)
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The Heretic crossbow's side shots need this too. - 05:00 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
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I'm not convinced this is *our* bug. I rewrote the threading code to ...
2007-05-30
- 05:36 Bug #449: Segmentation Violation
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i am hosting a game, straight up doom2 ep1 map01... player 1 joins, ...
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... - 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... - 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... - 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... - 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 ... - 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... - 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... - 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... - 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... - 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...
2007-05-28
- 06:50 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
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bump - whats happening here ? - 06:49 Bug #321: wrong texture used
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bump - whats happening here ? - 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... - 06:48 Bug #302: Cacodemons getting stuck.
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bump - whats happening here ? - 06:46 Bug #230: Particle Generator bug with sunken floors
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bump - whats happening here ? - 06:45 Bug #216: Wrong model rendered (Model Selector/DED reader)
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bump - whats happening here ? - 06:43 Bug #214: Models not rendered if the sector they are in isn't vissible
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bump - whats happening here ? - 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)... - 06:40 Bug #144: Multiple Overlapping Items
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bump - whats happening here ? - 06:40 Bug #62: Halo clipping vs. masked walls
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bump - whats happening here ? - 06:39 Bug #52: [Render hack] Fake/see-through bridges
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bump - whats happening here ? - 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.
... - 06:34 Bug #376: [Hexen MP] Weapons for all player classes
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bump - whats happening here ? - 06:31 Bug #412: Using diffrent weapon ammo bug
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bump - whats happening here ? - 06:26 Bug #444: demo writing writes strange "vibrations"
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yeach - the very well known demo playback is buggered. Oh skyjake ...... - 06:24 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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bump - whats happening here ? - 06:23 Bug #174: Particles sticking to sky walls
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bump - whats happening here ? - 06:20 Bug #317: PO_TranslateToStartSpot: Multiple polyobjs in a single ssec
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bump - whats happening here ? - 06:19 Bug #362: jDoom64: No music in some levels
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bump - whats happening here ? - 06:19 Bug #365: jDoom64: Save games crash
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bump - whats happening here ? - 06:18 Bug #385: Hexen Common CTD - Segmentation Violation
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closing - fixed in svn - 06:17 Bug #388: Missile speeds (steep vertical angles)
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bump - whats happening here ? - 06:16 Bug #405: Pitch changes do not work, can't change frequencies
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bump - whats happening here ? - 06:14 Bug #408: segmentation violation / "ran out of things"
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closing - fixed in svn - 06:12 Bug #442: Final Doom, TNT hangs in level 8
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Closing - fixed in svn - 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 ? - 06:05 Bug #94: Wrong flat textures on clientside
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bump - whats happening here ? - 06:03 Bug #115: Player anims broken on client
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bump - whats happening here ? - 06:02 Bug #407: Crushing ceilings stall and won't restart
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Closing - Fixed in svn - 05:50 Bug #411: Game crashes when startig new game in TNT Evilution
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Closing - it is fixed in svn
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... - 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... - 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...
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...
- 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 ...
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...
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... - 18:00 Feature #1445: Player Max Ammo Values in Heretic
- - **Milestone**: Next Release --> Eventually
- 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... - 17:42 Feature #1442: PC Speaker Sounds/Emulation
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Some more description...
The sound volume should affect the emula...
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