Activity
From 2012-04-15 to 2012-04-28
2012-04-27
- 13:49 Bug #1035: [Doom] Sector type 10: door bouncing off a mobj
- There is also a difference/bug in how Dday handles a standard door linetype ('sd linetype') affecting a sector type 1...
- 13:22 Bug #765: [Hexen] Korax teleport order
- - **summary**: [HeXen] Korax teleport order --> [Hexen] Korax teleport order
- 13:16 Bug #765: [Hexen] Korax teleport order
- I don’t think I worded the issue well back then, but the issue was and is, that Korax is teleporting to the last dest...
- 11:01 Bug #968: [Doom] Mancubus attacks and high Z height differences
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/1d34da24/8bee/attachment/MancubusTest.wad
- 10:58 Bug #1034 (Closed): [HeXen] Korax's ghost movement
- Don't behave correctly compared to Vanilla and 1.8.6
The mobs just fly outward and disappear 99% of the time. inst...
2012-04-26
- 13:51 Bug #1007: [Doom] Sound emitter overlap handling
- _Note to self:_ check exactly how the vanilla Doom audio code applied sound priorities; only when no vacant channels?
- 05:28 Bug #1034: [HeXen] Korax's ghost movement
- er, ok... this issue appears to have been fixed. Sorry.
- 04:08 Bug #1033 (Closed): [OS X] Games don't run from case sensitive file system
- Happens at with at least:
Doomsday Engine 1.9.7-build439
Doomsday Engine 1.9.8-build481
If The Doomsday Engine.a...
2012-04-24
- 11:50 Feature #1558 (Rejected): [Hexen] Smooth Reivers Z movement
- In HeXen, Reivers have jittery movement in melee due to the games movement code trying to move the bad guy up and dow...
- 09:31 Bug #1032 (New): [Heretic] Badguy auto/raise lower to camera
- Using Heretic's Gargoyles as a test, they continue to lower within melee range, where as in the original game they di...
2012-04-23
- 03:47 Bug #1011: server-game-coop-nothing prevents player spawning
- I forgot to mention that players can join when "server-game-coop-nothing" is disabled.
2012-04-21
- 14:27 Bug #1004: [Hexen] 3D Tree_Destructive appearance is incorrect
- Tree_Destructive, 1.9.0 beta6.9
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e31334bb/2582/at...
2012-04-20
- 17:24 Bug #1003: [Hexen] SEGV during 3D weapon use
- Pushed a fix that omits all particles in a NULL sector from rendering.
- 13:36 Bug #1003: [Hexen] SEGV during 3D weapon use
- I think the best we can hope to achieve with this issue at present is to quietly kill any particle which ends up in a...
- 14:57 Bug #1010: [Chex] Visual inaccuracies
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c198f92f/a7ec/attachment/objects.ded
- 14:50 Bug #1012: [Controls] Sidestep is -1/0/+1 with no intermediate values
- I tried 1.9.8 but now I can't get any joystick axis to work. I still have 1.9.7 installed and the joystick still work...
- 13:49 Bug #1032: [Heretic] Badguy auto/raise lower to camera
- - **labels**: jHeretic Gameplay --> Heretic
- **summary**: Badguy auto/raise lower to camera --> [Heretic] Badguy aut... - 13:45 Bug #1031: Shootable triggers and freelook
- Ok, let's try to reword the below to be clearer:
This may occur in Dday due to a remnant of the original hitscan c... - 13:44 Bug #1031: Shootable triggers and freelook
- "This may occur in Dday due to a remnant of the original hitscan
code;"
Correcting an important typo.
- 13:35 Bug #1031: Shootable triggers and freelook
- This may occur in Vanilla Heretic due to a remnant of the original hitscan code;
In the original Heretic, hitscan ... - 13:31 Bug #1031: Shootable triggers and freelook
- Tested in both Doom and Heretic and this issue occurs with ranged hitscan attacks in both games.
HeXen has no rang... - 13:31 Bug #1031 (New): Shootable triggers and freelook
- Attached is a test wad featuring a shootable switch.
Look at the switch, then aim at the floor or ceiling and fire... - 13:20 Feature #1556: [InFine] Randomized placement/selection
- Following that logic, the ability to randomly select from a range of graphics; say BOB1-5.
- 11:03 Feature #1557 (Closed): Jpeg support for model skins
- The summary speaks for itself; jpegs aren't the highest quality image format, but why can't Dday add jpeg to the list...
2012-04-19
- 15:34 Bug #986: [Heretic] Flying bad guys no Z check
- Closing this report. Other cases of stuck monsters should be handled under other bug reports.
- 06:56 Bug #986: [Heretic] Flying bad guys no Z check
- I've made some new changes that prevent Imps from getting stuck in barrels in E1M1. They will be included in Friday's...
- 13:29 Bug #1031: Shootable triggers and freelook
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cee9d50/c098/attachment/ShootTriggerTest.wad
- 13:21 Bug #1030: [Hexen] SEGV
- This is likely caused by the issue listed first on the todo list:
http://skyjake.fi/dl/public_todo_for_stable_1.9.8.txt - 13:21 Bug #1030 (Closed): [Hexen] SEGV
- Something changed between build465 and 469. Hexen terminates in a few seconds of playing.
How to reproduce:
1. St... - 09:11 Bug #1029: Switch sound origin
- - **milestone**: v1.9.7_Unstable --> v1.9.7
- 08:14 Bug #1029 (Closed): Switch sound origin
- http://www.dengine.net/forums/viewtopic.php?f=9&p=6818#p6818
In Vanilla, the switch code specifies that a switch s... - 07:45 Bug #212: [Hexen MP] "setclass" cmd should be a cheat
- For 1.9.8, "setclass" will be applied in a deferred way when the player (re)spawns.
2012-04-18
- 16:28 Bug #986: [Heretic] Flying bad guys no Z check
- OK, in that case I won't try to alter that part of the behavior and focus only on preventing flying enemies from gett...
- 15:31 Bug #986: [Heretic] Flying bad guys no Z check
- From my observations;
In the original Heretic, flying bad guys do not attempt to raise/lower over any solid mob; t... - 14:41 Bug #986: [Heretic] Flying bad guys no Z check
- What is the behavior in the original Heretic: when gargoyles have descended to the player's eye height, will they ris...
- 06:00 Bug #986: [Heretic] Flying bad guys no Z check
- Unfortunetely, the issue remains in 474.
- 15:59 Bug #973: [Map Converter] Crashes on linedefs with no front or back
- Lowering priority as such constructs no longer produce a fatal error (they still aren't handled correctly, however).
- 07:55 Bug #973: [Map Converter] Crashes on linedefs with no front or back
- No, this issue is an unrelated but similar issue which also needs special attention. This should be addressed by addi...
- 15:46 Bug #376: [Hexen MP] Weapons for all player classes
- You make a good point, but this goes more into the Feature Request territory.
The fix that was applied actually is... - 15:42 Bug #376: [Hexen MP] Weapons for all player classes
- I'd like to throw in that the weapon pickups are only a part of this issue; the same issue is applicable to any mob i...
- 14:52 Bug #376: [Hexen MP] Weapons for all player classes
- Fixed for 1.9.8.
In co-op mode, weapons for all classes are spawned. - 14:06 Bug #1001: make uninstall leaves share/snowberry directory
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/8a70171e/c37b/attachment/snowberry-uninstall.pa...- 11:29 Feature #1581: Melee attacks affected by looking up/down
- What is the original behavior in Heretic and Hexen?
- 08:33 Feature #1581 (Rejected): Melee attacks affected by looking up/down
- In all games, short range ('melee attacks') hitscan attacks (i.e. Fists, Gauntlets, Timons Axe etc) don't aim where y...
- 10:44 Feature #1578: "doom-all" folder
- The closest thing we have on the roadmap is the "game mode hierarchy":
http://dengine.net/dew/index.php?title=Game... - 05:52 Bug #869: [Doom] E1M7 Comp Station column stuck
- This won't be a technical comment, but on HeXen Death Kings, Map 35, there appears to be a similar case to the Doom E...
2012-04-17
- 15:01 Bug #1029: Switch sound origin
- To throw a little more into this; one can see that even the Iwad maps were clearly made expecting the 'bugged' behavi...
- 14:36 Bug #1028: [X11] setres issue in fullscreen mode
- That is an unrelated (already known) issue related to updating UI widget geometry after a window resize.
Closing t... - 14:09 Bug #1028: [X11] setres issue in fullscreen mode
- It works fine now. The only issue with the gap between lines in resolution list. After changing resolution font size ...
- 12:27 Bug #1028: [X11] setres issue in fullscreen mode
- How about with commit 1b28f397?
- 12:27 Bug #1028 (Closed): [X11] setres issue in fullscreen mode
- Changing resolution with control panel or by setres in fullscreen mode corrupts screen output. After changing resolut...
- 11:08 Bug #1027: [Doom] PWAD no longer loads
- I might be overstepping what is possible here, but is it possible to make the load console command refuse to load a f...
- 09:02 Bug #1025: [X11] Jerky mouse movement
- Now it's fixed. Thanks.
2012-04-15
- 19:10 Bug #1025: [X11] Jerky mouse movement
- Please try commit 444257d, any difference?
- 14:55 Bug #1025: [X11] Jerky mouse movement
- I've tested ge74cc22. But nothing changed.
- 14:54 Bug #1025: [X11] Jerky mouse movement
- Also, bear in mind that mouse filtering is presently completely absent; re-implementing a filter for the movement wil...
- 18:56 Bug #1022: [GL] Garbage instead of sky
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/93077897/ecdf/attachment/doom1-ultimate-000.jpg
- 15:36 Bug #1021: Number and time formatting depends from locale
- Now it's fixed. Thanks!
- 15:35 Bug #1021: Number and time formatting depends from locale
- Note that you have to delete the old (corrupted) game.cfg to restore the default/good console variable values.
- 15:03 Bug #1021: Number and time formatting depends from locale
- Fixed. I assumed the problem was on Qt side, but the actual issue was that no one was forcing the en_US locale on lib...
- 07:44 Bug #1028: [X11] setres issue in fullscreen mode
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/624fbe34/6f22/attachment/doom2-001.jpg
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