Activity
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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
2009-01-27
- 21:23 Bug #595: Automap Zoom Resets
- Fixed in svn for 1.9.0-beta6.
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...
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 - 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 ...
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...
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