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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. danij
21:34 Bug #335: in *nix MIDI hangs Doomsday
According to Kurikai this problem is now fixed in current svn trunk. danij

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
 

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