Activity
From 2009-11-18 to 2009-12-01
2009-11-30
2009-11-29
2009-11-28
- 19:10 Revision 8af2e755 (github): Set player_t->viewZ correctly in P_SpawnPlayer.
- 18:28 Revision 5bf543dc (github): Changed: Debug messages such as "P_MaterialNumForName: "MYTEX" in namespace 1 not found!" are only produced at log verbosity level 1 or greater.
- 18:00 Revision 82872ea1 (github): Fixed (All Games): Upon spawning into the map the player's viewheight would be set at zero resulting.
- Fixed (Engine/All Games): When the player teleports the current view was not instantly updated due to smoothing, resu...
- 17:32 Revision a8f2d188 (github): Changed (jDoom): Items collected by the player as a consequence of spawning into the map nolonger produce a pickup sound or result in a bonus flash.
2009-11-27
- 18:19 Revision 27ea7953 (github): Changed (jDoom): Split up finales.ded, moving the InFine script definitions for each game type into separate files prefixed by the game type string they are for. Common definitions (i.e., the "TITLE" and "Imp" anims) remain in finales.ded
- Changed (jDoom): Default InFine script definitions from other game types are nolonger present if not needed for the c...
- 15:15 Bug #811: New Resource Doesn't Load
- This can be closed. It was related to the Environment Pack for 1.8.x
- 14:21 Revision 21494d7f (github): Fixed (Engine): Crash with zero-length sound lumps e.g., dakills.wad (see http://www.doomworld.com/idgames/index.php?id=2803).
2009-11-26
- 21:57 Bug #829: Weapons Automatically Picked Up at Start of Map
- This is not a bug. It is a deliberate change to the original behavior. When a mapper places objects directly on top o...
- 21:17 Bug #828 (Closed): XG: Mobj gone, Infine and BFG Tracers
- A bug with a very specific XG setup.
If one has a mobj_gone XG def that plays an infine def upon activation, the i...
2009-11-21
2009-11-20
- 21:29 Bug #817: hexen crashes after choosing character
- I get a crash immediately when selecting the "Random" character in the menu.
- 19:51 Bug #816: Hexen Not loading Map
- Glad to hear you fixed the problem, even if you don't know how :)
- 19:07 Bug #827 (Closed): [Win32] Fullscreen toggle access violation
- On my dev system I have been able to reliably recreate a Win32 access violation which results after a call to SwapBuf...
- 19:07 Bug #828: XG: Mobj gone, Infine and BFG Tracers
- I've just tried this myself in 1.9.0-beta6.7 and it seems to work just fine.
2009-11-19
- 20:26 Revision d01d7f94 (github): Changed (All Games): cvar "msg-uptime" specifies time in seconds (was tics) and can now be set via the HUD options menu.
- 19:23 Revision 9fb63404 (github): Added (All Games): cvar "view-filter-strength" strength multiplier for screen filters (such as that used when the player collectings items or takes damage). Note that in deathmatch games this value is ignored when drawing the damage filter.
- 17:45 Bug #827: [Win32] Fullscreen toggle access violation
- udiff patch to fix win32 access violation with togglefullscreen
*Attachments:*
* http://sourceforge.net/p/deng/bugs/... - 16:50 Revision d49af694 (github): Fixed (Engine|Win32): Vsync defaulting to off during start up.
- 16:20 Revision 459c9085 (github): Fixed (Engine): "Flickering video" during initial startup when playing in fullscreen mode.
- 15:22 Revision 69da79c2 (github): Fixed (Hexen): "Unknown Thing warnings". [http://sourceforge.net/tracker/index.php?func=detail&aid=2855071&group_id=74815&atid=542099]
- 15:03 Revision 4c45e0af (github): Fixed (Engine): "Masked texture lines". [http://sourceforge.net/tracker/index.php?func=detail&aid=833488&group_id=74815&atid=542099]
- 14:57 Bug #826 (Closed): Frequent frame skipping at 60Hz
- Start a new single player game of DOOM. Kill everything in the map to remove any distractions. Give yourself the chai...
- 13:25 Bug #821: [DEH] Flat backgrounds in InFine unchangeable
- Fixed for the upcoming Doomsday v1.9.9
- 13:20 Bug #767: HeXen: mobj_t* converted to int! Not 64-bit compatible
- Fixed for 1.9.0-beta6.8
- 13:20 Revision e69dcab9 (github): Fixed (Engine): IWAD flats replaced in PWADs inherit decorations defined for use with the IWAD originals only.
- 13:02 Bug #154: Masked texture lines
- Fixed for 1.9.0-beta6.8
2009-11-18
- 16:42 Revision c268c1fa (github): Fixed (DEH Reader): "Thing speed misinterpretation (HACX)". [http://sourceforge.net/tracker/index.php?func=detail&aid=2868210&group_id=74815&atid=542099]
- 15:03 Revision b433b82d (github): Fixed (Doom): Statusbar face displayed one pixel too far right.
- 15:00 Revision bebb9875 (github): Fixed (DEH Reader): Changing fullbright property of states using DEH patches (e.g., office furniture in HACX).
- 14:56 Revision cf55b7be (github): Fixed BSP sight ray intercept when flagged LS_PASSLEFT.
- 14:39 Bug #790: [DEH] Max Health and Max Armor do not work
- Support for all of the above already feature in Doomsday's dpDehRead plugin. However if they aren't working then we'l...
- 11:29 Bug #790: [DEH] Max Health and Max Armor do not work
- Fixed for 1.9.0-beta6.8
- 11:03 Bug #790: [DEH] Max Health and Max Armor do not work
- I've since found out how this works though there is no mention of it in the docs.
- 10:57 Bug #790: [DEH] Max Health and Max Armor do not work
- The mobjs that the destructible chairs and computers in HacX replace are mobjs that are full bright in all their stat...
- 10:25 Bug #790: [DEH] Max Health and Max Armor do not work
- Using HacX as an example again; the destructible chairs and computers in the game are full bright in Doomsday where a...
- 13:57 Bug #825 (Closed): XG: Damage class if health below
- If the player activates a damage class XG line that heals them and their health is above the maximum amount specified...
- 13:04 Bug #791: Odd map exit behaviour with switches
- Sounds like this:
https://sourceforge.net/tracker/index.php?func=detail&aid=765180&group_id=74815&atid=542099
In Dda... - 12:28 Revision aa04eac0 (github): Fixed (DEH Reader): "Max Health and Max Armor do not work". [http://sourceforge.net/tracker/index.php?func=detail&aid=2868214&group_id=74815&atid=542099]
- 12:09 Revision 0bbf03aa (github): Changed (Doom): Using the "give" ccmd to give the player health; amount given takes the player's health to the absolute health limit.
- 11:35 Revision cf0873d7 (github): Updated include path examples for SDL and SDL_mixer in vcconfig-example.bat
- 10:58 Revision fc34c164 (github): Fixed (Heretic, Hexen): "Heretic and HeXen: hud weapon graphics set too low". [http://sourceforge.net/tracker/?func=detail&aid=2872354&group_id=74815&atid=542099]
- Changed: Revised lighting of psprites when using the DOOM lighting model to more closely emulate the original games.
- 08:59 Bug #801: [Deng v1.9.0 beta 6.7] Heretic Can't get to the boss level
- Fixed for 1.9.0-beta6.8
- 07:26 Bug #824: Double press input events
- It would seem this problem stems from control UI as the when doing a "clearbindings;defaultbindings" the problem is n...
- 06:28 Bug #824 (Closed): Double press input events
- Using the default control bindings in Hexen attempting to toggle the paused state of the game by pressing p, it will ...
- 05:54 Revision 2038497c (github): Ignore MCMD_OPEN menu commands if the menu is already open.
- 05:34 Revision a13c467e (github): Fixed (Engine): "Monsters see through wall/floor/ceil". [http://sourceforge.net/tracker/?func=detail&aid=2873820&group_id=74815&atid=542099]
- 04:27 Revision e85f9a68 (github): Updated vcbuild.bat and setup.iss to include mikmod.dll; part of the SDL_mixer 1.2.11 Win32 lib package.
- I presume this means that formats like .mod and .s3m now work again :)
- 03:36 Bug #803: Monsters see through wall/floor/ceil
- I would like to request that this report be re-opened as the bug still exists to at least some degree.
For instance,... - 02:51 Bug #788: Momentary pause during looped MIDI playback
- Is this an issue any more with the revised dsFMOD (and dsFluidSynth) plugins?
- 02:13 Bug #788: Momentary pause during looped MIDI playback
- Upped the priority of this because this issue quickly becomes exceedingly annoying, especially on maps with very shor...
- 01:38 Bug #625: Doomsday captures all keypresses
- I don't think there is anything we can do about this. It sounds like an SDL issue to me.
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