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From 2009-01-09 to 2009-01-22

2009-01-22

14:17 Bug #595 (Closed): Automap Zoom Resets
I found that I like to keep the map zoomed out as far as it goes, but everytime I go to a new level, the automap rese... jimigrey
10:29 Bug #594: Full screen HUD sprites / Incorrect scaling of HUD items

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/929c799a/7ebe/attachment/doom2-016.jpg
vermil
10:29 Bug #594 (Closed): Full screen HUD sprites / Incorrect scaling of HUD items
I wasn't sure whether this could be classed as a bug or not.
Dday uses specific sprite names for the full screen h...
vermil

2009-01-19

15:36 Bug #593: Sky Glow oversights
Well. That's why I titled the report "oversights" rather than "bugs".
That said, for what my opinion is worth, I w...
vermil
15:18 Bug #593: Sky Glow oversights
To clarify; by "shape" of the sky I am referring to the shape of the sectors to which the light spreads, not the shap... danij
15:06 Bug #593: Sky Glow oversights
That would certainly help. However, the main issue I have with this is not the blending/balancing of the light values... danij
14:17 Bug #593: Sky Glow oversights
What if the sky color would spread only to sectors whose lighting level is lower than the originating sky sector's? T... skyjake

2009-01-18

23:55 Bug #593: Sky Glow oversights
Not a bug, this is by design, though, I do agree that the spreading of the sky colour into sectors which do not have ... danij
23:13 Bug #593: Sky Glow oversights

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/208b/attachment/doom2-plut-007.jpg
vermil
23:12 Bug #593 (Closed): Sky Glow oversights
The attached screenshots do a better job than words could.
*Labels:* OpenGL Renderer
vermil
23:12 Bug #593: Sky Glow oversights
Oversight 1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/2007/attachment/doom1-ultim...
vermil
11:51 Bug #522: flat changing sky issue
I have reworked the sky fix logic to fix in order to support a DOOM.exe rendering trick that to date, Doomsday has no... danij
11:39 Bug #546: Spider Boss shoots too high
Probably related to this; PTR_ShootTraverse() is not hitting upper sidedef sections when their ceiling is a sky surface. danij

2009-01-17

21:27 Bug #592: Reset look angle/dir when closing the control panel
Nice work, though, I've just noticed the same issue occurs when closing the game menu. danij
14:38 Bug #592: Reset look angle/dir when closing the control panel
Fixed in revision 6241. Adding a new binding context wasn't enough, though, since the relative accumulation is only c... skyjake
12:20 Bug #592: Reset look angle/dir when closing the control panel
Just a thought but wouldn't implementing a bind context for use within the control panel that grabs the devices have ... danij
11:42 Bug #592: Reset look angle/dir when closing the control panel
The issue is that the input code is updating the relative position of the mouse (and other) axes while the user is in... skyjake
09:55 Bug #592 (Closed): Reset look angle/dir when closing the control panel
Currently, the console player's look angle and direction will warp once they leave the control panel. It would be nic... danij
12:27 Bug #513: Infine control oversights
I've got another small thing here, for which I've changed the report title to represent.
With "before map" infine ...
vermil
09:40 Bug #546: Spider Boss shoots too high
Scratch that. The line opening range is being calculated correctly. Perhaps its the aimSlope that is off? danij
09:30 Bug #546: Spider Boss shoots too high
After some initial investigation it would seem the problem lies in the line opening calculation. Will investigate fur... danij

2009-01-15

12:05 Bug #585: Access violation in dpdehread when playing pl2.zip
Try as I might, I've been unable to subsequently reproduce this problem. I'm going to close this artifact and put it ... danij
10:05 Bug #591: linux build error def_red.c line 1016
Fixed in svn rev #6238. danij
09:53 Bug #591 (Closed): linux build error def_red.c line 1016
/home/dave/Svn/deng/engine/portable/src/def_read.c: In function ‘DED_ReadData’:
/home/dave/Svn/deng/engine/portable/...
eunbolt
07:27 Bug #589: Map cheat not reset in MP game
Fixed in svn rev #6234 for 1.9.0-beta6 danij
07:12 Bug #586: Automap crash in jHeretic/jHexen (if missing AUTOPAGE)
Fixed in svn rev #6233 for 1.9.0-beta6. danij
06:42 Bug #588: Reversed look up and down controls
Fixed in svn rev #6231 danij
06:04 Bug #590 (Closed): [Controls menu] Delete not possible if key-delete bound
When using the in-game Controls menu to customize the controls, if you deliberately (or even accidentally) change the... danij

2009-01-14

04:13 Feature #1481 (Rejected): Command to change to last weapon used
A key command to draw the last weapon used. Like the counter-strike "lastinv" command that is usually bound to q. Thi... hellrazer333
02:20 Feature #1402: Vertically Tiled Masked Textures
Logged In: YES
user_id=849456
Needs:
New sidedef flag.
Modified handling of decor lights (maybe fakeradio?).
danij
02:20 Feature #1419: Map Rotates with player
Logged In: YES
user_id=1566636
Now that I think of it, that is correct, though I did manage
to find some interesti...
papercut2

2009-01-12

16:33 Bug #589 (Closed): Map cheat not reset in MP game
A long time oversight likely since the day Doomsday's in game multiplayer setup was implemented.
In Doomsday, as i...
vermil

2009-01-11

00:12 Bug #588 (Closed): Reversed look up and down controls
The Look up and down control options appear reversed. As in what you enter in look up makes you look down and what yo... vermil
 

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