Activity
From 2010-06-07 to 2010-06-20
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...
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