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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... danij

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.
danij
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...
vermil
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.... vermil
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 ... stavstav2

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... danij
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.
vermil

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... gobhuo

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... vermil

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... danij
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... danij
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...
vermil
19:02 Bug #919: [Doom] Blast damage algorithm
One should test in the original Doom2.exe and not PrBoom+ or any other source port. vermil
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...
skyjake
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".
skyjake
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... jimigrey
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... danij
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. skyjake
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...
skyjake

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... jimigrey
 

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