Project

General

Profile

Activity

From 2009-01-20 to 2009-02-02

2009-02-02

20:02 Bug #209: MacOS X SDLMixer: Error
Ah I see. The issue is that we don't know what file extension to give the data lump even if we do dump it to disk. danij
20:00 Bug #209: MacOS X SDLMixer: Error
Perhaps then if passed a file buffer rather than a file path, our QuickTime playback wrapper should dump the data to ... danij
18:07 Bug #209: MacOS X SDLMixer: Error
The status is that on OS X all music is played through QuickTime. However, there is a slight problem in the system: i... skyjake
16:31 Bug #209: MacOS X SDLMixer: Error
Whats the status on this? Are we now using QuickTime for non-MIDI music? danij
15:59 Bug #387: 3D Sound problem
I don't know whether this has subsequently been fixed but it appears to work correctly for me with current svn trunk.... danij
15:53 Bug #424: Cannot get past new game screen
I think I may have noticed a trend among similar crash reports from users using Intel graphics chipsets. All of which... danij
15:41 Feature #1440: Vanilla Doom collision-checking mode
Logged In: YES
user_id=1732664
Originator: YES
1. Sorry for a typo. "game-zclip" cvar seems to do nothing.
2. Plea...
mercury13_kiev
15:31 Bug #549: Sound causes Deng to freeze on linux
Kurikai informs me this issue has subsequently been fixed. danij

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
 

Also available in: Atom