Activity
From 2010-06-04 to 2010-06-17
2010-06-14
- 20:35 Revision db3a0116 (github): Changed: Replaced Material flag MATF_GLOW with a glow strength multiplier (member of Material) and reworked handling of the per-material glowing properties to allow for variable strength glows. Removed per-plane glowing properties as these are now redundant. Updated game Material definitions accordingly with suitable defaults.
- Added: Introduced a shadow color to fakeradio. Currently shadows are colored using the inverse-amplified, color avera...
2010-06-13
- 22:51 Revision 05c7ef7b (github): Completed first phase of work on reimplementing the game menu using a very similar design to the UI system in the engine.
- 04:54 Bug #921: Blockmap-defined Linedef crossing order
- A little correction. House of Pain is E3M4, not E3M3.
The former is the intended behaviour. Put simply if the crushe... - 04:44 Feature #1516: [Heretic|Hexen] Add Doom-like option for fast monsters
- The -fast command line option doesn't work in the original Heretic or HeXen. Or maybe it was removed for those games....
- 04:25 Bug #920 (Closed): pain elementals not spitting lost souls in lower lvls doom2.
- bug in doom2 in beta 6.9 involves the pain elementals, yesterday played thru lvls 1-9, in tricks and traps lvl 7, as ...
2010-06-11
- 10:43 Bug #919: [Doom] Blast damage algorithm
- The world up axis is treated the same as the other axes it just depends on the value of server-game-radius-attack-nom...
- 10:38 Bug #919: [Doom] Blast damage algorithm
- Indeed, I've just tested in Doom2.exe and Doom95 and got 83 every time.
Hence PrBoom+ 's 84 is wrong as well.
2010-06-10
- 08:56 Bug #919 (New): [Doom] Blast damage algorithm
- Responding to your last comment in http://sourceforge.net/tracker/?func=detail&aid=2929822&group_id=74815&atid=542099...
2010-06-09
- 13:09 Bug #918 (New): Particles and looking up/down sharply
- Currently particles in Dday disappear just in front of you if you approach them when looking down/up at a sharp angle...
2010-06-06
- 20:49 Bug #914: Give command help vs implementation syntax discrepancy
- The reason it behaves the way it does is because '4' is not a valid weapon id in Hexen. Weapon ids are zero-based mea...
- 19:14 Bug #913: HeXen: level warping cheats partially broken
- Ok the confusion here seems to be due to a mix up in what the original code was supposed to do (according to comments...
- 19:00 Bug #913: HeXen: level warping cheats partially broken
- And I responded by stating that it doesn't.
33+ simply prints "bad input" in a hud message.
1-31 with the excep... - 19:02 Bug #919: [Doom] Blast damage algorithm
- One should test in the original Doom2.exe and not PrBoom+ or any other source port.
- 18:43 Bug #917 (Closed): SegFault on loading WAD
- I get a SegFault when starting Doomsday.
Here is the GDB output:
(gdb) r "-g jdoom -f $PWD/DOOM2.WAD"
Starting... - 14:17 Revision 592f1556 (github): Found reason for bug 2983971 (not fixed yet).
- There is a mixup in the map numbering here, and the wrong song lump
(or no lump at all) is chosen for "currentmap". - 13:47 Bug #916 (Closed): [Savegame] Restored state invalid if same addons not present
- I play the level a while.. then save. I play some more, but then I die or do something stupid and load the save. I ge...
- 13:47 Bug #916: [Savegame] Restored state invalid if same addons not present
- Can you tell us any more about the problem? Which version of Doomsday are you running? Has the problem happened since...
- 11:22 Bug #888: [1.9.0-beta6.9 / Mac OS X 10.6] Wrong music track in jHexen
- I've fixed this for build 339.
- 08:11 Revision f355c77d (github): Fixed build on OS X / gcc.
- There were two conflicting definitions of vectorgraphicid_t and
compositefontid_t. Removed the enum typedef to go wit...
2010-06-05
- 22:59 Feature #1519 (Rejected): Custom pixel aspect ratio for a material
- Seeing all that other aspect ratio stuff made me remember this thing that's troubled me, often with creating new leve...
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