Activity
From 2009-05-29 to 2009-06-11
2009-06-11
- 06:09 Bug #719 (Closed): Windowed resolutions wider than primary monitor do not work
- If Doomsday is launched in windowed mode with a resolution larger than that of the primary monitor, the window shrink...
2009-06-10
- 12:04 Bug #718 (Closed): Heretic: Chicken auto movement
- When the player is turned into a chicken, Dday seems to lack the random movement that occurs when you are stationary....
- 10:14 Bug #717 (Closed): Heretic/HeXen: MF_Ripper Blood
- In the original Heretic and HeXen (i.e powered the up Dragon Claw or Mages wand) individual blood splats caused by mi...
- 09:23 Bug #491: Tiny blood splat editing bug
- I'll also throw in that the Doom players punch and chainsaw actions are similarly affected by this behaviour, except ...
- 00:11 Bug #674: Segmentation violation: semi-transparent wall texture (bars)
- I'm sorry to say this problem persists in version 1.9.0-beta6.3 Jun 8 2009 (DGL).
- 00:10 Bug #674: Segmentation violation: semi-transparent wall texture (bars)
- Output from version 1.9.0-beta6.3 Jun 8 2009 (DGL).
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/th...
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...
- 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 ...
- 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...
- 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...
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...
- 12:16 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- They are centered horizontally, to the middle of the screen.
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...
- 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...
- 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...
- 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...
- 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...
- 11:09 Bug #710 (Closed): [Heretic/Hexen] Savegame menu boxes offset too far left
- Nuff said.
*Labels:* Graphics - 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 - 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... - 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...
- 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 - 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...
- 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 ...
- 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 - 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...
- 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...
- 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...
- 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.
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...
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 ...
- 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
- 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...
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...
- 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... - 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...
- 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...
- 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.
- 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 ...
- 00:57 Bug #638: Monsters become active at start of some maps
- Fixed in svn for 1.9.0-beta6.3
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...
- 09:43 Bug #612: jHexen: Door sounds mixed up
- Fixed in svn for 1.9.0-beta6.3
2009-05-29
- 16:52 Bug #685: Map cheat behaviour change
- Fixed in svn for 1.9.0-beta6.3
- 11:55 Bug #688: Hexen: Stuck while entering a portal in Seven Portals
- Fixed in svn for 1.9.0-beta6.3
- 11:53 Bug #694: Hexen: multiple issues
- All of these issues have now been fixed in svn for 1.9.0-beta6.3
- 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
- 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...
- 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...
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