Activity
From 2009-01-19 to 2009-02-01
2009-02-01
- 21:38 Bug #154: Masked texture lines
- Time to bump the priority on this I think. These rendering artefacts are starting to annoy me.
- 21:34 Bug #335: in *nix MIDI hangs Doomsday
- According to Kurikai this problem is now fixed in current svn trunk.
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...
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