Activity
From 2009-10-03 to 2009-10-16
2009-10-15
- 15:48 Bug #808: Disc of repulsion doesn't push monsters
- Fixed for 1.9.0-beta6.8
- 14:08 Bug #807: Saved games non-functional in 64bit builds
- Have you tried here: http://dengine.net/dew/index.php?title=Installation_(Unix)
Other than that I don't know where... - 11:43 Bug #807: Saved games non-functional in 64bit builds
- Right, that's a known problem then.
Do you know if anybody is distributing 32bit binaries for Linux? I don't feel ... - 11:36 Bug #807: Saved games non-functional in 64bit builds
- Saved games do not work currently in 64bit builds (which I assume you are using). This problem and will be addressed ...
- 11:36 Bug #807 (Closed): Saved games non-functional in 64bit builds
- First I thought that my savegames were corrupted as I would always fall off (or so I think, based on what it looks li...
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
- 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 ...
- 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 ...
- 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...
- 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...
2009-10-10
- 18:03 Revision 75d31000 (github): Everything (apart from Heretic and Hexen) compiles again.
- Game thinkers have been disabled at the moment. Most likely there will
be crashes when running the game.
Game thinke...
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...
- 18:57 Revision 8a52a047 (github): Removed old thinker lists.
- 09:04 Revision dfe5e268 (github): Added GAME_SYMBOL() macro and refactored de::Map slightly.
- There is actually no need to store the objects in a separate map,
it just complicates matters. - 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...
- 02:00 Revision 090199ed (github): Fixed: "Invisible Objects seen on Automap" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2872013&group_id=74815&atid=542099).
- 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...
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