Activity
From 2009-05-06 to 2009-05-19
2009-05-19
- 18:02 Feature #1493 (New): Opposites for mobj_gone and activator_type requirements
- As the summary suggests. XG requirements that check for the presence of mobj X and to have an xg line/sector affect a...
2009-05-16
- 16:54 Revision 58068033 (github): Changed jDoom: Removed freedoom.wad from the list of recognised/supported IWADs and removed the command line option -freedoom. I don't know who or when this was added but we most definitely do not support freedoom currently.
- 05:34 Revision 072ac5a4 (github): Changed: Always force all non-middle seg sections opaque.
- 05:10 Revision dee4e438 (github): Fixed: SIGSEGV when attempting to draw a world surface using a material whose primary texture has an alpha channel and also has a reflection defined.
2009-05-15
- 14:20 Bug #689: Post map infine broken and intermission not working above 32
- Some more experimentation has revealed that the above mentioned "post map infine get's stuck in an infinite loop" is ...
- 10:45 Bug #688: Hexen: Stuck while entering a portal in Seven Portals
- uhm.. yeah might have added earlier that i experienced that on the Windows version. V1.9 beta6.2
2009-05-14
- 20:47 Bug #690 (Closed): (MAC) Doomsday Engine gives error on startup
- I have the latest build of Doomsday Engine.app (1.9.0 beta 6.2) and when I double click it to start, it gives an erro...
- 18:51 Revision 911fdbe3 (github): Changed FONTB patch numbers for ASCII characters [\]^_ added in jHeretic.pk3 to closer match the standard.
- 18:37 Revision 705c1dbb (github): Changed FONTA patch numbers for ASCII characters [\]^_ added in jHeretic.pk3 to a continuous range to closer match the standard.
- 18:02 Revision 0bba07f9 (github): Switched FONTB patch numbers for ASCII characters [_ added in jHexen.pk3 to closer match the standard.
- 17:45 Revision 7e083df6 (github): Changed FONTA patch numbers for ASCII characters [\]^_ added in jHexen.pk3 to a continuous range to closer match the standard.
- 16:52 Revision e17d5eac (github): Removed unnecessary /auto folders from plugins/<game>/defs from repository.
- 01:44 Revision a14216ee (github): Fixed jDOOM: Menu type-in effect not enabled by default.
2009-05-12
- 23:42 Revision 0cef1810 (github): Changed jDoom: Use the original STCFN* lumps (rather than the FONTA* lumps in jDOOM.pk3) for the small graphic font (desaturate and amplify at load time).
- Moved all game-side font drawing routines used for both small and large fonts to hu_stuff.c
- 18:24 Revision 1a1dba3a (github): Added ignore rules for build/win32/bin and build/win32/vs8/debug.
- 14:58 Revision 51cfb492 (github): Updated OpenAL header include paths to match those of the OpenAL 1.1 Core SDK.
2009-05-11
- 13:34 Bug #687: Missing Texture of rail
- Closing as duplicate.
- 13:33 Bug #686: No music played
- Closing as duplicate.
- 10:08 Bug #688: Hexen: Stuck while entering a portal in Seven Portals
- Tried taking a screenshot but it's just black. replayed it a few times now with different classes and in single and m...
- 09:05 Bug #689: Post map infine broken and intermission not working above 32
- Whoops, I meant to write "(even if it is present)" above.
- 08:35 Bug #689 (Closed): Post map infine broken and intermission not working above 32
- Dday has supported more than 32 maps for, well, ages now.
However it has never supported the intermission screens ...
2009-05-10
- 18:37 Bug #664: Heretic Maulotaur attack behaviour incorrect
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4c4590b7/61ba/attachment/Test.WAD
- 18:37 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Indeed, from further discussion with DaniJ, the floor flame does move eastward at a rate of 1 unit every 16 tic's (ha...
2009-05-09
- 15:46 Bug #688 (Closed): Hexen: Stuck while entering a portal in Seven Portals
- Hey all,
If you try to enter the first portal in the second level in Hexen (after activating the switch and and goin...
2009-05-08
- 14:52 Bug #687 (Closed): Missing Texture of rail
- So, the problem is that the texture of rail in Doom1,2,TNT and plutonia is missing. I tryed everything as a change re...
- 08:39 Bug #686: No music played
- doomsday.out for OpenAL, DSound and SDL
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/385089b2... - 08:39 Bug #686 (Closed): No music played
- 1.9.0 b6.2
No midi or external (ogg or mp3) music played with OpenAL and DSound driver; the same music (menu music) ... - 06:22 Bug #683: Snowberry: Crash at startup with every Universal Binary
- It sounds more like a bug in wxPython... Let's see if upgrading to the latest version of wxPython helps. I'll do that...
- 01:21 Bug #683: Snowberry: Crash at startup with every Universal Binary
- I fixed it. I deleted many font entries in the libwx_macud-2.8.0.dylib file, inside the engine os x package, leaving...
2009-05-07
- 10:46 Bug #664: Heretic Maulotaur attack behaviour incorrect
- After an extended discussion with vermil, the problem he is reporting about the spawning of the floor fire when the M...
- 09:20 Bug #664: Heretic Maulotaur attack behaviour incorrect
- There is no such logic in the original source release to back up your claim that the Maulotaur's floor fire will not ...
- 09:05 Bug #664: Heretic Maulotaur attack behaviour incorrect
- // From the original Heretic source release by raven
void A_MntrFloorFire(mobj_t *actor)
{
mobj_t *mo;
actor-... - 07:45 Bug #664: Heretic Maulotaur attack behaviour incorrect
- I'm afraid I must dispute your response.
The floor fire flames do not move/slide eastward on the floor in the orig... - 10:37 Bug #671: [Heretic] Enemy missile spreads have incorrect vertical aim
- This due to the different handling of the Z momentum between P_SpawnMissile and P_SpawnMissleAngle. The former does a...
- 10:30 Bug #685 (Closed): Map cheat behaviour change
- In Beta6.2 the map cheat goes 0,1,2,1,0. It should go 0,1,2,0.
In short entering the map cheat once all lines and ... - 10:17 Bug #684: Sprites moving up if their bottom intersects the floor
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/d3906e80/a9aa/attachment/GZDoom.jpg
- 10:16 Bug #684: Sprites moving up if their bottom intersects the floor
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/d3906e80/2797/attachment/Doomsday.JPG
- 10:15 Bug #684 (New): Sprites moving up if their bottom intersects the floor
- Dday correctly cuts off a sprite horizontally when it clip's through a wall. But vertically, it shifts the sprite upw...
- 08:58 Bug #683: Snowberry: Crash at startup with every Universal Binary
- But I have the font installed (Lucida Grande). I tried to change all the instances of Lucida Grande in "osx-appearanc...
- 06:51 Bug #683: Snowberry: Crash at startup with every Universal Binary
- Which version of OS X are you using? Do you have a PowerPC or an Intel Mac?
Judging by that crash report, it looks... - 07:27 Feature #1582: Player actions while game is paused
- This isn't a bug. Pausing a game should mean just that, its paused.
- 01:59 Revision 0f7a67c7 (github): Fixed: Icon of Sin explosions spawned via A_BrainExplode appear far east of where they should be.
2009-05-06
- 22:48 Bug #683 (Closed): Snowberry: Crash at startup with every Universal Binary
- I cant use any of the Universal Binaries of the engine (1.9.0.beta 5 onwards). Beta 4 works, but it is slow.
Any g... - 22:18 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Neither of those are bugs.
If the Maulotaur is stood in a sector which is non-solid then the floor fire will spawn... - 21:13 Bug #664: Heretic Maulotaur attack behaviour incorrect
- In Beta6.2 at least, I've got another couple of bugs to throw in here regarding the Maulotaurs ground flame.
The f... - 22:13 Feature #1582: Player actions while game is paused
- To elaborate a bit. All automap controls not related to player movement should still be usable while paused (i.e. fol...
- 21:05 Feature #1582 (New): Player actions while game is paused
- In Beta6.2, when you pause the game, you lose all control.
However in the original games, you could still toggle t... - 21:23 Feature #1581: Melee attacks affected by looking up/down
- - **summary**: Melee attacks not affected by looking up/down --> Melee attacks should be affected by looking up/down
... - 20:36 Revision 7b55d498 (github): Updated version number.
- 20:36 Revision 09d884d4 (github): There is no malloc.h on the Mac. I believe stdlib.h and string.h should define it on all platforms (it's the standard, right?).
- 18:12 Bug #682 (Closed): Dying on Multiplayer Coop Problem
- When you die on Multiplayer game, mode cooperative, and you try to respawn, you will get a video error and you have t...
- 16:59 Feature #1492 (Closed): Ability for end level xg class to skip the intermission
- As the summary suggests.
*Labels:* XG - 16:19 Revision 913509a7 (github): Minor version number bump, all plugins.
- 14:43 Revision b421061e (github): Fixed capitalization in status message.
- 14:29 Revision 7f3c661a (github): Fixed (dsDirectSound): EAX support broken.
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