Activity
From 2012-04-24 to 2012-05-07
2012-05-07
- 23:14 Bug #1037 (Closed): [qmake] No check for required X11 extensions
- Hello,
I try to compile doomsday from last git snapshot and I obtain this error:
displaymode_x11.o: In function... - 21:04 Bug #1036 (Closed): Automatic game selection failed. No Registered Games.
- Hello,
whatever the game I select, dommsday give me a console with this log:
$ doomsday
Dir::ChangeWorkDir: Su... - 06:42 Bug #909: [Hexen] Tiny difference in Ettin behaviour
- - **labels**: jHexen Gameplay --> Hexen
- 06:14 Bug #908: Detail texture maximum distance ignored
- Rather than modifying the mip levels it would be a whole lot easier to use GL_TEXTURE_LOD_BIAS to apply the maximum d...
2012-05-05
- 18:34 Bug #1035: [Doom] Sector type 10: door bouncing off a mobj
- - **labels**: jDoom Gameplay --> Doom
- 18:28 Bug #1035 (Closed): [Doom] Sector type 10: door bouncing off a mobj
- In Vanilla, if a sector type 10 door hits a mob, it would bounce off and open to infinity, presumably, eventually cra...
- 17:15 Feature #1559 (New): State and sprite without a mobj (SMT2A0/STLAG)
- I imagine the summary is probably very vague, but I couldn't think of a better one.
In Doom and Doom2, there is an...
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...
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...
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