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From 2012-04-19 to 2012-05-02

2012-05-01

12:19 Bug #1012: [Controls] Sidestep is -1/0/+1 with no intermediate values
I'm closing this as the sensitivity issue has been fixed. If you're still having problems with the joystick, it may b... skyjake

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... vermil
13:22 Bug #765: [Hexen] Korax teleport order
- **summary**: [HeXen] Korax teleport order --> [Hexen] Korax teleport order
danij
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... vermil
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
vermil
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...
vermil

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?
skyjake
05:28 Bug #1034: [HeXen] Korax's ghost movement
er, ok... this issue appears to have been fixed. Sorry. vermil
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...
deantakemori

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... vermil
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... vermil

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. jeansanspeur

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...
vvv1

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. skyjake
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... danij
14:57 Bug #1010: [Chex] Visual inaccuracies

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c198f92f/a7ec/attachment/objects.ded
vermil
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... smoothshoes
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...
danij
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...
vermil
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.
vermil
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 ...
vermil
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...
vermil
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...
vermil
13:20 Feature #1556: [InFine] Randomized placement/selection
Following that logic, the ability to randomly select from a range of graphics; say BOB1-5. vermil
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... vermil

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. skyjake
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... skyjake
13:29 Bug #1031: Shootable triggers and freelook

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6cee9d50/c098/attachment/ShootTriggerTest.wad
vermil
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
skyjake
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...
vvv1
09:11 Bug #1029: Switch sound origin
- **milestone**: v1.9.7_Unstable --> v1.9.7
skyjake
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...
vermil
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. skyjake
 

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