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From 2009-10-01 to 2009-10-14

2009-10-13

22:54 Bug #807: Saved games non-functional in 64bit builds
doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4ffddffb/f6ed/attachment/doomsday.out
duclare
22:51 Bug #806 (Closed): Heretic pod generator and pod placement
The exploding pod generators (like in E1M8 or E2M9 where the pods respawn after you blow them up) aren't positioning ... siliconwolf
21:28 Bug #805 (Closed): Heretic pod generator and pod placement
The exploding pod generators (like in E1M8 or E2M9 where the pods respawn after you blow them up) aren't positioning ... siliconwolf
21:19 Bug #804 (Closed): Secret credit for non-secret areas - Heretic E3M4
In Heretic E3M4, there are two watery areas full of disciples to either side of the starting point. Later in the map... siliconwolf
02:03 Bug #659: Can't run doomsday on FreeBSD
It's very strange. I've tested 1.9.0-beta6.7 and got another error:
$ /usr/local/bin/doomsday -g jheretic
Z_Creat...
vcub

2009-10-08

20:07 Bug #803: Monsters see through wall/floor/ceil
Fixed for 1.9.0-beta6.8 danij

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... jimigrey

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... danij
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_...
gleevoy

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... danij
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... vermil
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? danij

2009-10-04

23:05 Feature #1318: Creating Bullet Holes
The current objlink and dynlist implementation could easily be modified to handle decals. danij
21:58 Feature #1318: Creating Bullet Holes
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Making this an RFE.
danij
22:46 Feature #1149: MD3 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
SOF pains affects would be great.
skyjake
22:43 Feature #1226: Bumpmapping
_(originally posted by anonymous SF.net user)_
Logged In: NO
It is an ambitious idea, but damn the effects are nice.
skyjake
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...
skyjake
22:36 Feature #1231: Ragdoll physics
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It would require skeletal animation for models, and the ragdoll math is
quite compli...
skyjake
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.
badrad
22:30 Feature #1297: Halo Customization + Halo Maps
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Implemented in SVN for 1.9.0-beta4
danij
22:27 Feature #1389: [InFine] Check if resource originates from an IWAD
- **assigned_to**: Daniel Swanson --> nobody
danij
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...
danij
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...
skyjake
22:22 Feature #1400: Strife support
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Doomsday does not currently support Strife on any platform.
jStrife is planned for...
danij
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...
danij
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 ...
ashridah
22:12 Feature #1467: [XG] Incorporate vanilla line/sector types
Logged In: YES
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Originator: YES
Indeed, you have stated that as your ultimate goal before and indeed...
vermil
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...
jheidi
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...
resurrection
22:07 Feature #1147: Windows NT4?
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Originator: NO
removing from self
yagisan
22:04 Feature #1188: Particle Generator - More funtionality
_(originally posted by anonymous SF.net user)_
Logged In: NO
Is there anyway to tell the engine to use the particl...
skyjake
21:54 Feature #1310: Specular maps
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user_id=763563
What does Specular do? Is it DX 8.1 compatible?
chrisdragon
21:51 Feature #1209: Lava/water whatever effects
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Yea that would be awesome if possible.
badrad
21:45 Feature #1235: Plugin weapons, etc....
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These are somewhat related to RFE 761665.
skyjake
21:41 Feature #1235: Plugin weapons, etc....
Considering as duplicate, closing. danij
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 ...
danij
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...
danij
21:21 Feature #1301: Redesigned DED Reader
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Originator: NO
I think we've gotten to the end of the road with the current DED reade...
danij
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.
skyjake
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...
danij
20:53 Feature #1462: Light Amp Goggles and Torches affect dynamic lights
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Originator: YES
True, the light source itself isn't visible at 255, but if the light...
vermil
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... danij
20:37 Feature #1490: Can the "secret found" sounds be given their own defs?
Implemented for 1.9.0-Beta6.9 danij
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... vermil
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... eklipse2009

2009-10-03

21:29 Bug #800: Heretic and HeXen: hud weapon graphics set too low
Fixed for 1.9.0-beta6.8 danij
21:25 Bug #800: Heretic and HeXen: hud weapon graphics set too low
Also not all games, just Heretic and HeXen. Doh! vermil
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... vermil
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... danij
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... danij

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... danij
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. skyjake
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... sonicdoommario
16:47 Bug #795: Offsetted Textures Misaligned

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/a38e9a3d/6189/attachment/e1m8lift.jpg
sonicdoommario
06:56 Bug #795: Offsetted Textures Misaligned
Fixed in 1.9.0-Beta6.9 danij
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... sonicdoommario
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...
danij
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... danij
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... danij
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... vermil
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...
vermil
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... danij
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... sonicdoommario
 

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