Activity
From 2012-04-27 to 2012-05-10
2012-05-10
- 07:16 Bug #968: [Doom] Mancubus attacks and high Z height differences
- - **labels**: jDoom Gameplay --> Doom
- 07:14 Bug #968: [Doom] Mancubus attacks and high Z height differences
- Uploaded a small example wad that shows this behaviour; might have to shoot the Mancubus to overrule the reaction tim...
2012-05-09
- 04:24 Bug #998: Detail texture appearance incorrect (vs. #364)
- Fixed for 1.9.8
- 04:22 Bug #1036: Automatic game selection failed. No Registered Games.
- The log message "No Registered Games" implies that your game plugins aren't being installed/found. Subsequently the e...
- 04:18 Bug #1038: [Unix] Locating resource files (wad/pk3)
- Output of "doomsday -v -v doom/doom.wad"
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/30e1def...
2012-05-08
- 08:31 Bug #1036: Automatic game selection failed. No Registered Games.
- Where are your IWAD files, and how are you telling Doomsday about it?
Your options basically are:
- on the comma... - 03:22 Bug #1037: [qmake] No check for required X11 extensions
- Added the appropriate checks to engine.pro.
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...
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