Activity
From 2009-09-26 to 2009-10-09
2009-10-08
- 20:07 Bug #803: Monsters see through wall/floor/ceil
- Fixed for 1.9.0-beta6.8
2009-10-07
- 00:45 Bug #803 (Closed): Monsters see through wall/floor/ceil
- Let's say there's a monster in some trap sector that is raised up. The floor of this trap sector is set to the same h...
2009-10-06
- 00:32 Bug #802: [Doom 2]Unable to load saved game
- The attached saved game is from an earlier beta in which a problem was inadvertently introduced which would result in...
- 00:32 Bug #802 (Closed): [Doom 2]Unable to load saved game
- Game just crushes when I try to load this save.
Doomsday.out contents:
Z_Create: New 32.0 MB memory volume.
Con_...
2009-10-05
- 19:40 Feature #1494: InFine script for "MapTitle" display
- Sounds to me what you actually want is a way to utilize your "MapTitle" InFine script instead of the built in display...
- 19:37 Feature #1494: InFine script for "MapTitle" display
- When one wants not to display a map name at map start up, but still wants their map to have a name on the automap and...
- 08:48 Feature #1494: InFine script for "MapTitle" display
- Can you give an example of a situation where you think denying the user this information would be desirable?
2009-10-04
- 23:05 Feature #1318: Creating Bullet Holes
- The current objlink and dynlist implementation could easily be modified to handle decals.
- 21:58 Feature #1318: Creating Bullet Holes
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Making this an RFE. - 22:46 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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SOF pains affects would be great. - 22:43 Feature #1226: Bumpmapping
- _(originally posted by anonymous SF.net user)_
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It is an ambitious idea, but damn the effects are nice. - 22:42 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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no I meant all lightsources already available in
doo... - 22:36 Feature #1231: Ragdoll physics
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It would require skeletal animation for models, and the ragdoll math is
quite compli... - 22:34 Feature #1233: Surface decorations using 3D models
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This would all be very sweet! Its awesome to here the cool
new stuff in plan for 2.0. - 22:30 Feature #1297: Halo Customization + Halo Maps
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Implemented in SVN for 1.9.0-beta4 - 22:27 Feature #1389: [InFine] Check if resource originates from an IWAD
- - **assigned_to**: Daniel Swanson --> nobody
- 22:26 Feature #1336: Random textured particle direction
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Also it would be very nice if particle model rotation could be
bound to the movemen... - 22:24 Feature #1377: "BUILD Engine" games
- _(originally posted by anonymous SF.net user)_
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The best thing that I can tell you i... - 22:22 Feature #1400: Strife support
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Doomsday does not currently support Strife on any platform.
jStrife is planned for... - 22:21 Feature #1401: [MP] Options for retaining or acquiring items/keys/weapons at (re)spawn; allow cheats with more granularity
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Starting weapons for Deathmatch/Coop set via the UI would be
nice. Need to explicitl... - 22:18 Feature #1431: [GAME REQUEST] -Blood-
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There's two problems I can see with this request.
The first is that blood was built ... - 22:12 Feature #1467: [XG] Incorporate vanilla line/sector types
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Indeed, you have stated that as your ultimate goal before and indeed... - 22:11 Feature #1469: Changing the blood sprite's color
- Example picture
*Attachments:*
* http://sourceforge.net/p/deng/feature-requests/_discuss/thread/1cfdfd0d/382c/attach... - 22:08 Feature #1146: Ducking
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Adding an option to duck must be optional like jumping is.
There's only a problem li... - 22:07 Feature #1147: Windows NT4?
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removing from self - 22:04 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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Is there anyway to tell the engine to use the particl... - 21:54 Feature #1310: Specular maps
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What does Specular do? Is it DX 8.1 compatible? - 21:51 Feature #1209: Lava/water whatever effects
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Yea that would be awesome if possible. - 21:45 Feature #1235: Plugin weapons, etc....
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These are somewhat related to RFE 761665. - 21:41 Feature #1235: Plugin weapons, etc....
- Considering as duplicate, closing.
- 21:35 Feature #1275: Lightmap decorations on surfaces (emission mapping)
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Or is this better approached using Shaders?
I'd assume you'd use multitexturing and ... - 21:27 Feature #1277: Texture Definitions
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Eventually (ver 2 probably) I'd like to see the ability to use
any graphic resource... - 21:21 Feature #1301: Redesigned DED Reader
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I think we've gotten to the end of the road with the current DED reade... - 21:16 Feature #1309: EAX Advanced HD Support
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I don't think it would be quite worth the effort... Pretty
cool, though. - 21:14 Feature #1328: Modify Default Grid and Textures on Sector Planes
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The ability to scale textures on any surface would indeed be
a great addition.
Th... - 20:53 Feature #1462: Light Amp Goggles and Torches affect dynamic lights
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True, the light source itself isn't visible at 255, but if the light... - 20:48 Feature #1468: Sky layers seperate vertical offset
- The vertical offset adjusts the level of the horizon not the individual sky layers. A vertical offset can surely be a...
- 20:37 Feature #1490: Can the "secret found" sounds be given their own defs?
- Implemented for 1.9.0-Beta6.9
- 20:23 Feature #1494: InFine script for "MapTitle" display
- Or perhaps the ability to disable the map title and/or automap level title at map level (i.e. via a map def). Current...
- 07:54 Bug #801 (Closed): [Deng v1.9.0 beta 6.7] Heretic Can't get to the boss level
- After entering the exit of the E2M7 or E3M7 map (and probably any other M7 map from each episode) the game goes STRAI...
2009-10-03
- 21:29 Bug #800: Heretic and HeXen: hud weapon graphics set too low
- Fixed for 1.9.0-beta6.8
- 21:25 Bug #800: Heretic and HeXen: hud weapon graphics set too low
- Also not all games, just Heretic and HeXen. Doh!
- 21:24 Bug #800 (Closed): Heretic and HeXen: hud weapon graphics set too low
- In Beta6.6, in all games, the players hud weapon is being displayed about a half dozen pixels lower than it should wh...
- 05:27 Bug #799 (Closed): [Hexen] Excessive Wind sounds
- There appears to be something going a bit wrong within the logical sound manager leading to continual allocation of m...
- 00:05 Bug #784: TNT: YKey missing on MAP31
- This is a well known issue in the original release of TNT. You can find a patch which fixes this issue here: http://w...
2009-10-02
- 23:33 Bug #783: Heretic crash & slowdown (possibly related to melee)
- I didn't really expect the changes I made to make a difference to be quite honest. This is pretty much outside of our...
- 22:54 Bug #799: [Hexen] Excessive Wind sounds
- In 1.9.7 I'm not seeing any misbehavior save for a lacking forced stopping of logical sounds from the same origin.
- 20:54 Bug #798 (Closed): Invisible Objects seen on Automap
- When you use the automap cheat to reveal all of the objects on the automap, the invisible things are seen. These incl...
- 16:47 Bug #795: Offsetted Textures Misaligned
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/a38e9a3d/6189/attachment/e1m8lift.jpg
- 06:56 Bug #795: Offsetted Textures Misaligned
- Fixed in 1.9.0-Beta6.9
- 06:56 Bug #795 (Closed): Offsetted Textures Misaligned
- Some textures that have offsets applied to them are mysteriously unaligned in Doomsday. For example, in E1M8, the swi...
- 16:43 Bug #788: Momentary pause during looped MIDI playback
- According to what I've read recently in numerous places across the net this is a known issue with SDL_mixer.
The c... - 16:42 Bug #788: Momentary pause during looped MIDI playback
- If however the problem is also affecting OS X then I think we can safely say that its the handling of MIDI files (i.e...
- 07:49 Bug #788: Momentary pause during looped MIDI playback
- No, its not exclusive to the titlescreen. The pause occurs any time the current music track is changed or reloaded. I...
- 16:13 Bug #797 (Closed): Blank map titles no longer blank
- In Beta6.7, blank map names (i.e Name = " ";) lead to a small shadow appearing at the top of the screen when you sta...
- 16:06 Bug #796 (Closed): Automap updating whilst fading away
- I wasn't sure whether to class this as a "bug". But it isn't an RFE either IMO.
In Heretic and HeXen, the map does... - 06:54 Bug #794: Monsters get stuck within each other
- This appears to be the same issue as described here: http://sourceforge.net/tracker/?func=detail&aid=1509661&group_id...
- 06:54 Bug #794 (Closed): Monsters get stuck within each other
- Sometimes, the monsters can get stuck within each other, making them unable to move or attack. Is this related to the...
2009-09-30
- 12:30 Bug #793 (Closed): HeXen: Mana giving script on Dark Crucibe not functioning
- The Dark Crucible is the final map of HeXen.
The mana giving switches in the room before the halls don't spawn any...
2009-09-28
- 23:42 Bug #793: HeXen: Mana giving script on Dark Crucibe not functioning
- Fixed for 1.9.0-beta6.8
- 22:48 Bug #792 (Closed): Heretic slowdown leading to Blue Screen error
- OK, so I'm pretty sure this one is related to the second case I cited on this topic: http://sourceforge.net/tracker/?...
- 22:11 Bug #792: Heretic slowdown leading to Blue Screen error
- This is a fairly common and well known issue with the older Nvidia display adaptor drivers. There is nothing we can d...
- 09:27 Bug #791: Odd map exit behaviour with switches
- Not really sure about this, as I was facing away from the switch and a little bit far away from it to have activated ...
- 04:32 Bug #791 (Closed): Odd map exit behaviour with switches
- I've noticed this happened once with me on Doom, and now it just happened on Heretic too. Sometimes when you're near ...
2009-09-27
- 23:11 Bug #790: [DEH] Max Health and Max Armor do not work
- The problem with the max health and max armour values being ignored has been fixed for 1.9.0-beta6.8
I'm not sure ... - 20:57 Bug #790: [DEH] Max Health and Max Armor do not work
- Well, from further testing, I have found out that I was mistaken about the Mega Sphere health value not working. It s...
- 16:58 Bug #790 (Closed): [DEH] Max Health and Max Armor do not work
- I'm sure it's known that Dday's Dehacked support isn't quite 100%. But I couldn't see a tracker item detailing exactl...
- 16:49 Bug #789 (Closed): [DEH] Thing speed misinterpretation (HACX)
- It seems that Dday's Dehacked reading code is making a mistake with one of the bad guys in this well known vanilla Do...
- 07:19 Bug #788: Momentary pause during looped MIDI playback
- I don't think this is exclusive to the title screen though. When a MIDI stops playing, there is a brief pause, even t...
- 03:32 Bug #788 (Closed): Momentary pause during looped MIDI playback
- During the title loops of all games, a short music piece is played non-looped at the beginning of the sequence (calle...
- 05:01 Bug #783: Heretic crash & slowdown (possibly related to melee)
- Hello, it appears that the issue wasn't resolved because I just got this to happen again.
- 04:48 Bug #783: Heretic crash & slowdown (possibly related to melee)
- Yes, the "Default" setting for sound driver under Snowberry instructs Doomsday to use SDL_mixer for both sound effect...
- 03:18 Bug #783: Heretic crash & slowdown (possibly related to melee)
- Does Default on the sound options use SDL_mixer?
2009-09-26
- 09:08 Bug #787 (New): [Co-op] Voodoo dolls not supported
- JDoom doesn't support Voodoo dolls in co-op at tall. They only appear in Single Player.
Vanilla Doom "supports" vo... - 08:09 Bug #786 (Closed): Heretic: Puff Pod spawns
- In Beta6.6, Puff Pod generators (MT_PODGENERATOR) are spawning their pods (A_MakePod) on the ceiling, at which point ...
- 06:07 Bug #783: Heretic crash & slowdown (possibly related to melee)
- This evening I decided to investigate this problem further. Turns out that the error being reported is from a child p...
- 06:03 Bug #783: Heretic crash & slowdown (possibly related to melee)
- MCI command handling window error
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b5829895/94a3/...
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