Activity
From 2009-01-10 to 2009-01-23
2009-01-23
- 14:00 Bug #596: Armour bug
- This is due to the rather bizarre handling of armour in DOOM. In P_DamageMobj it can be seen that a player is only co...
- 12:06 Bug #596 (Closed): Armour bug
- A bug with armour that is revealed through use of the LTC_Power XG type.
If the players armour is 0% and you use L...
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...
- 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
- 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...
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... - 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...
- 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...
- 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...
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 ...
- 23:13 Bug #593: Sky Glow oversights
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/208b/attachment/doom2-plut-007.jpg
- 23:12 Bug #593 (Closed): Sky Glow oversights
- The attached screenshots do a better job than words could.
*Labels:* OpenGL Renderer - 23:12 Bug #593: Sky Glow oversights
- Oversight 1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/2007/attachment/doom1-ultim... - 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...
- 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.
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.
- 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...
- 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 ...
- 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...
- 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...
- 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 ... - 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?
- 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...
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 ...
- 10:05 Bug #591: linux build error def_red.c line 1016
- Fixed in svn rev #6238.
- 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/... - 07:27 Bug #589: Map cheat not reset in MP game
- Fixed in svn rev #6234 for 1.9.0-beta6
- 07:12 Bug #586: Automap crash in jHeretic/jHexen (if missing AUTOPAGE)
- Fixed in svn rev #6233 for 1.9.0-beta6.
- 06:42 Bug #588: Reversed look up and down controls
- Fixed in svn rev #6231
- 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...
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...
- 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?). - 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...
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...
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...
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