Activity
From 2009-01-22 to 2009-02-04
2009-02-03
- 21:00 Bug #600 (Closed): Win32: No IWAD => startup hangs
- Since the change to startup so that all work is done in DD_StartupWorker Doomsday will no longer produce a critical s...
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.
- 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 ...
- 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...
- 16:31 Bug #209: MacOS X SDLMixer: Error
- Whats the status on this? Are we now using QuickTime for non-MIDI music?
- 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....
- 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...
- 15:41 Feature #1440: Vanilla Doom collision-checking mode
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1. Sorry for a typo. "game-zclip" cvar seems to do nothing.
2. Plea... - 15:31 Bug #549: Sound causes Deng to freeze on linux
- Kurikai informs me this issue has subsequently been fixed.
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...
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