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From 2009-05-27 to 2009-06-09

2009-06-08

15:31 Bug #716: Compatible Dehacked file not loading
The problem here is the completely bizarre way in which DeHackED choose to represent Text in its patch format. Rather... danij
14:37 Bug #716 (Closed): Compatible Dehacked file not loading
I was doing some more testing of Doomsday beta 6.3, and decided to load Alien Vendetta, along with its dehacked file ... sonicdoommario
01:34 Feature #1496 (Closed): Aspect correct scaling of UI and HUD elements/interfaces
Game HUDs stretch to the same aspect ratio as the current resolution, resulting in horizontally stretched HUD graphic... leapo
01:31 Feature #1495 (Closed): FOV cannot be set higher than 179
The FOV in Doomsday cannot be set higher than 179, making a proper FOV impossible to obtain on very wide aspect ratio... leapo

2009-06-05

14:57 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
If you are referring to the position of the menu cursor then yes, it is overlapping the save/load file box. This will... danij
12:16 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
They are centered horizontally, to the middle of the screen. danij

2009-06-04

21:43 Bug #715 (Closed): HeXen: Corrupted save games
In Beta6.3, saving a game on the Guardian of Ice while either of the ice moving scripts in the Steel Key area are act... vermil
17:41 Bug #714 (Closed): HeXen: Incorrect Menu sounds
In HeXen in Beta6.3, all the menu sounds are incorrect, though many are simply the wrong way around rather than compl... vermil
16:19 Bug #713 (Closed): Bad guys slow to wake up
In Beta6.3 a fix was made to the bad guy sight code to stop the very fair occurrence of one activating when it couldn... vermil
16:10 Bug #712 (Closed): Load menu skull cursor initial position
If you haven't ever saved a game and open the load menu, the skull cursor is placed below the bottom save slot instea... vermil
14:03 Bug #711 (Closed): Heretic: Intermission counter offsets
The slashes on the intermission screen need to be shifted about 10 unit's leftward to avoid overlapping the numbers t... vermil
11:09 Bug #710 (Closed): [Heretic/Hexen] Savegame menu boxes offset too far left
Nuff said.
*Labels:* Graphics
vermil
11:04 Bug #709 (Closed): HeXen: No quick save confirmation
In Beta6.3 HeXen doesn't have a confirmation when the original game and earlier versions of Dday do.
*Labels:* jHexen
vermil
10:52 Bug #708 (Closed): HeXen: Melee weapons not drawing blood
In Beta6.3, no melee HeXen weapon occasionally draws blood when you land a successful hit.
In the original game, y...
vermil
10:31 Bug #664: Heretic Maulotaur attack behaviour incorrect
Following on from this. Since the destruction of the Maulotaurs floor fire became done by code rather than by an inte... vermil
10:22 Bug #707 (Closed): HeXen: Telefog has no Z offset
The telefog in Hexen appears on the floor when it should have a vertical offset of about 32 unit's.
*Labels:* jHexen
vermil
02:43 Bug #706 (Closed): Heretic: Linetype 100
It seems that using Linetype 100 which is a walk over trigger that opens tagged sectors like a turbo door and then cl... vermil
02:29 Bug #705 (Closed): Heretic/HeXen: Minor inventory glitches
Emptying your supply of any item in HeXen leaves a blank spot in the left most panel in your inventory when you next ... vermil
02:22 Bug #704 (Closed): HeXen: Centaur two shields
Gibbed Centaur currently spawn two shields instead of a sword and shield. Probably just a typo.
*Labels:* jHexen
vermil
02:21 Bug #703 (Closed): HeXen: Maulotaur charge attack
When a Maulotaur finishes it's charge attack in HeXen it re-fades in sans smoke cloud, as if it has just been summone... vermil
02:19 Bug #702 (Closed): HeXen: Cleric Poison clouds move
Cleric Poison clouds move eastward at a fairly fast speed when they are spawned. They should remain completely statio... vermil
02:17 Bug #701 (Closed): Heretic: Incorrect menu and door sounds
Heretic's menu's should be playing "dorcls" when you select something or close the main menu. Currently they play "ch... vermil
02:13 Bug #700 (Closed): Heretic: No teleporter sparkles
The summary says all. The red or blue sparkles mobjs that are placed on every teleporter don't seem to be working. vermil

2009-06-02

21:41 Bug #699 (Closed): Call it noclip without cheat
if you want to know what i mean, watch my youtube video
http://www.youtube.com/watch?v=BToXYsQpsVw
it's annoyin...
omegacoolsterdx

2009-06-01

19:24 Bug #698 (Closed): 1.9.0-beta6.3 - Segmentation Violation
After loading Doomsday 1.9.0-beta6.3, received a "Segmentation Violation" error when trying to load saved games from ... kginney
19:24 Bug #698: 1.9.0-beta6.3 - Segmentation Violation

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f5115fa3/e42e/attachment/Doomsday.jpg
kginney
02:48 Bug #697 (Closed): Mouse Strafing Extremely Slow
Don't know how long this has been around, but I just noticed it now. In Doom, holding down the right mouse button and... sonicdoommario

2009-05-31

17:12 Feature #1494: InFine script for "MapTitle" display
While I'm talking about this. The ability for the map/auto map titles and author line to support infine like features... vermil
16:43 Feature #1494 (Rejected): InFine script for "MapTitle" display
As the title suggests.
I would like to say have my map's name displayed on the auto map, but not when I start my m...
vermil
16:47 Feature #1492: Ability for end level xg class to skip the intermission
Given the new flag added to MapInfo, I'm going to close this RFE as we don't really want the end level class deciding... danij
14:38 Bug #651: The texture compression option does not work
In debugging this report I noticed that regardless of whether I asked for compressed or uncompressed textures I was s... danij
10:44 Bug #696: [jHeretic] Clip through a wall if an object is near.
That bug is also present in Heretic, tested it in E1M1 at those "yellow-key-pillars" in the starting room. xxmiltenxx
10:40 Bug #696 (Closed): [jHeretic] Clip through a wall if an object is near.
If an object is standing near a wall and a part is outside of a wall (mostly torches, for example those in Winnowing ... xxmiltenxx
00:57 Bug #638: Monsters become active at start of some maps
Fixed in svn for 1.9.0-beta6.3 danij

2009-05-30

14:21 Bug #638: Monsters become active at start of some maps
Further investigation shows that cause of this problem is that P_SightPathTraverse is not actually getting a chance t... danij
09:43 Bug #612: jHexen: Door sounds mixed up
Fixed in svn for 1.9.0-beta6.3 danij

2009-05-29

16:52 Bug #685: Map cheat behaviour change
Fixed in svn for 1.9.0-beta6.3 danij
11:55 Bug #688: Hexen: Stuck while entering a portal in Seven Portals
Fixed in svn for 1.9.0-beta6.3 danij
11:53 Bug #694: Hexen: multiple issues
All of these issues have now been fixed in svn for 1.9.0-beta6.3 danij
00:04 Bug #694: Hexen: multiple issues
I think I've found the problem that you are referring to by "Portals don't work". Fixed in svn for 1.9.0-beta6.3 danij
10:13 Bug #695: auto lowering of flying mobjs not checking the way is clear
This is a known issue and has previously been reported (see http://sourceforge.net/tracker/?func=detail&aid=1509661&g... danij
10:00 Bug #695 (Closed): auto lowering of flying mobjs not checking the way is clear
In the Doom engine games a flying foe is automatically lowered to the player’s camera as they approach.
In Beta6.2...
vermil

2009-05-28

19:53 Bug #694: Hexen: multiple issues
Loading of the player inventory from save games is now fixed in svn for 1.9.0-beta6.3.
>> Cannot move beyond the e...
danij
16:23 Bug #694 (Closed): Hexen: multiple issues
Here is a summary of the issues I have found in Hexen using Doomsday 1.9.0-beta 6.2 (some of these errors have alread... kginney
 

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