Activity
From 2009-10-26 to 2009-11-08
2009-11-08
- 19:16 Bug #771: HeXen: Destroying pot's
- Fixed for 1.9.0-beta6.8
- 18:25 Bug #770: HeXen: Herisarch's mana cubes
- Fixed for 1.9.0-beta6.8
The problem was that after spawning the cubes their position was never again set. Therefor... - 18:03 Bug #770: HeXen: Herisarch's mana cubes
- The reason the cubes are occluded but the spinning balls and the Heresiarch itself are not is because they are in fac...
- 17:36 Bug #770: HeXen: Herisarch's mana cubes
- The reason why only the cubes are occluded yet the spinning balls are not continues to allude me.
- 14:19 Bug #770: HeXen: Herisarch's mana cubes
- I was incorrect in my earlier comment, it is not the segs of the linedef behind the viewer causing these sprites to b...
- 10:42 Bug #703: HeXen: Maulotaur charge attack
- Fixed for 1.9.0-beta6.8
- 08:14 Bug #736: Player acceleration and movement
- That fixed it. The games are controlling much more like their vanilla cousins now.
2009-11-07
- 14:24 Bug #736: Player acceleration and movement
- Separated sidestepping and turning controls for beta6.8.
- 09:23 Bug #736: Player acceleration and movement
- That's probably because strafing shouldn't be time-staged while turning is, and when the Strafe key is held down the ...
- 11:32 Bug #768: [Hexen] Death Wyvern movement broken
- There is indeed a discrepancy here between the current and original behaviours. However I must point out that the Wyv...
- 11:16 Bug #777: Hexen: possible problem with switches & loading
- OK, that was one of my most failed fails. I had saved before hitting the switch on the hut, and loaded thinking I had...
- 10:34 Bug #772: HeXen: Poly object clipping
- I've determined an easily reproducible test case:
Put a break point at po_man.c #571 (thrustMobj). Now warp to Hex... - 10:15 Bug #788: Momentary pause during looped MIDI playback
- Somehow I doubt the conversion is the problem here: after all, it simply loops through the MUS events and converts th...
- 10:03 Bug #794: Monsters get stuck within each other
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/010a5c05/6e73/attachment/stuckmonsters.jpg
- 07:14 Bug #802: [Doom 2]Unable to load saved game
- Save file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/74ac3b16/3a68/attachment/DoomSav0.dsg
- 05:20 Bug #803: Monsters see through wall/floor/ceil
- Same for me, also in Heretic in all the maps.
- 05:06 Bug #739: Stairs Raise by 8/16 behaves incorrectly in WAD
- Fixed for 1.9.0-beta6.8
- 03:47 Bug #805: Heretic pod generator and pod placement
- Fixed in svn for 1.9.0-beta6.8
- 03:28 Bug #804: Secret credit for non-secret areas - Heretic E3M4
- Fixed for 1.9.0-beta6.8
- 01:44 Bug #809: [Doom2] Linedef action #30 raises floor too high
- screenshot of a switch in MAP17 raised too far
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4... - 00:03 Bug #810: Undefined symbol loading jheretic, jdoom, etc. on FreeBSD
- Duplicate of: http://sourceforge.net/tracker/?func=detail&aid=2728101&group_id=74815&atid=542099
2009-11-06
- 23:52 Bug #809: [Doom2] Linedef action #30 raises floor too high
- Fixed for 1.9.0-beta6.8
- 23:02 Bug #806: Heretic pod generator and pod placement
- This artifact has been marked as a duplicate of artifact 2878277 with reason:
accidental duplicate submission - 17:56 Bug #736: Player acceleration and movement
- How about changing strafe direction? I seem to recall that last I tested this that player seemed too 'weighty' as if ...
- 14:23 Bug #736: Player acceleration and movement
- Side-by-side comparisons show identical behavior between 1.8.6 and beta6 head.
- 14:21 Bug #541: Jittery view bobbing
- View bobbing was twice as strong as it should be. Current beta6 head should now be OK. At least my side-by-side compa...
2009-11-02
- 18:44 Bug #810 (Closed): Undefined symbol loading jheretic, jdoom, etc. on FreeBSD
- Hi,
I keep getting this error:
Z_Create: New 32.0 MB memory volume.
determineGlobalPaths: Base path = /usr/loc...
2009-10-26
- 07:22 Bug #809 (Closed): [Doom2] Linedef action #30 raises floor too high
- Linedef action #30 is the one that raises a sector's floor by a certain amount, for example to create a popup switch....
- 07:22 Bug #809: [Doom2] Linedef action #30 raises floor too high
- This is caused by the classic DOOM bug in that texture 0 is treated as a valid texture during texture height look up ...
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