Activity
From 2009-05-06 to 2009-05-19
2009-05-19
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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...
2009-05-15
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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 ...
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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
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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...
2009-05-11
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13:34 Bug #687: Missing Texture of rail
- Closing as duplicate.
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13:33 Bug #686: No music played
- Closing as duplicate.
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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...
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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.
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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
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18:37 Bug #664: Heretic Maulotaur attack behaviour incorrect
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4c4590b7/61ba/attachment/Test.WAD
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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
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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
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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...
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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...
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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
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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...
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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 ...
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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...
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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
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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
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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...
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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...
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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.
2009-05-06
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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...
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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
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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...
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16:59 Feature #1492 (Closed): Ability for end level xg class to skip the intermission
- As the summary suggests.
*Labels:* XG
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