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From 2009-01-17 to 2009-01-30

2009-01-28

22:17 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
This is due to a bug in original Heretic and Hexen where flying creatures can get stuck in a loop whereby they repeat... danij
22:12 Bug #576: Automap colours
Both issues have now been fixed in svn for 1.9.0-beta6, the changelog will detail changes to the default behaviour an... danij
20:03 Bug #599: Speed field ignored for certain missiles
Correct. The issue here is the implementation of "fast mode". Ideally this should be redesigned as a server-side modi... danij
18:37 Bug #599: Speed field ignored for certain missiles
Through further discussion with Danij, I have learnt that the speeds for Troopshot, Headshot and Bruisershot are hard... vermil
17:06 Bug #599: Speed field ignored for certain missiles
The speeds of Mancubus, Revenant (I made a mistake listing this one originally) and Arachnotron missiles are controll... vermil
14:55 Bug #599: Speed field ignored for certain missiles
Not a bug. The speed of missiles is governed by whatever shoots it, not the definition of the Thing itself. The only ... danij
11:47 Bug #599 (Closed): Speed field ignored for certain missiles
A difficult one to explain.
The speed field in a mobj's thing definition appears to be ignored for missiles that a...
vermil

2009-01-27

21:23 Bug #595: Automap Zoom Resets
Fixed in svn for 1.9.0-beta6. danij

2009-01-26

07:01 Bug #598 (Closed): External resource loader - File names with extensions
Currently, file names specified in DED definitions must not include an extension otherwise the resource loader will n... danij

2009-01-25

22:50 Bug #597 (Closed): [Mac] Missing error dialog
Evidentially no error message dialog is presented as a result of a Con_Error under OS X.
*Labels:* System
danij
18:10 Bug #596: Armour bug
I agree that expanding ltc_power to include optional field(s) a mod maker can use to set a certain armour type would ... vermil

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... danij
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...
vermil

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
 

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