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From 2012-07-04 to 2012-07-17

2012-07-16

18:50 Bug #1060: [Hexen] Polyobjs not displayed on the automap
- **labels**: --> Hexen
- **summary**: [HeXen] Poly Objs not displayed on the automap --> [Hexen] Polyobjs not displ...
danij
15:49 Bug #1066: "Use custom automap colors" menu option broken
- **labels**: User Interface --> Game Menu
danij

2012-07-13

21:14 Feature #1562: Use of native soundbank support in OS X
I did not know that you can change the soundbank using a console command, so there is no need for this request anymore. amanojyakux
20:57 Feature #1568 (New): [Automap] Option for hiding non-blocking lines
I'd like to suggest a control bind for the automap, that hides all lines linked to things that don't block the player... vermil
20:54 Feature #1567 (Rejected): [Automap] Quick hide/show markers
Currently you can place markers and clear them all. But I'd like to suggest a control binding to hide/show them in ca... vermil
20:51 Bug #1066 (Closed): "Use custom automap colors" menu option broken
The use custom automap colours menu option doesn't work; every time you close the menu it reset's to never. This can ... vermil
20:49 Feature #1566 (New): [Automap] Reset line colors
I'd like to suggest an option to reset the automap line colours to their defaults; I might change them and later want... vermil
10:15 Bug #957: sudden slow down 1.9.x
doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5d83bde7/d707/attachment/doomsday.out
vaclav042
10:10 Bug #1061: After map Infine causes duplicate Intermission
- **labels**: --> libcommon, InFine
- **summary**: After map Infine causes Dday to crash --> After map Infine causes...
skyjake
09:49 Bug #1061: After map Infine causes duplicate Intermission
It no longer crashes, but the after map infine and intermission still play twice. vermil
10:02 Bug #251: [Doom] Nightmare monsters sometimes not fast
Requires re-testing as of build 560, this may now be fixed. danij
10:00 Bug #571: -fast option is broken
Issue #2 (-fast handling) requires re-testing as of build 560, this may now be fixed. danij
09:56 Bug #956: [Doom] Boss cubes crash on spawn if lacking mf_noclip
Seems fixed. vermil

2012-07-11

11:27 Bug #1042: [Windows] Alt key and console activation
If you change the console activation key to some other key, does it affect this? skyjake
11:26 Bug #1041: [Windows] Pressing Alt/AltGr key confuses turning
I'll also tie this report to the other issue the Alt Key seems to cause with Dday on Windows:
https://sourceforge....
vermil
05:58 Bug #1056: Music does not restart after reloading
A forum thread on this subject made by the OP, that provides further information.
http://www.dengine.net/forums/view...
vermil

2012-07-10

19:09 Bug #1055: [Mac OS X] Missing MIDI instruments
You can change the sound bank used by Doomsday by setting the cvar "music-soundfont". It needs the full path of a .dl... skyjake
14:51 Bug #1055: [Mac OS X] Missing MIDI instruments
Thanks for looking into this. You mentioned changing the default sound bank.
How did you do this? The only way I cou...
amanojyakux
14:14 Bug #1055: [Mac OS X] Missing MIDI instruments
After some investigation this seems like a problem with the DLS used on Lion.
The MUS-to-MIDI conversion is workin...
skyjake
13:39 Bug #1065: [HeXen] loading a pwad breaks player colours
- **status**: closed --> fixed
skyjake
09:49 Bug #1065: [HeXen] loading a pwad breaks player colours
The problem was that after engine reset, the game was not reloading the color palettes even though they had been clea... skyjake
09:46 Bug #1065 (Closed): [HeXen] loading a pwad breaks player colours
Using the load console command to load a pwad while playing HeXen breaks the class colours, causing the player sprite... vermil

2012-07-09

22:42 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
- **labels**: Data --> Hexen
- **summary**: [HeXen] Interludes can no longer be moved --> [Hexen] Interludes can no l...
danij
22:41 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
In Hexen v1.1 the map progression and interlude animations to play are defined in the MAPINFO lump. A mod may include... danij
22:41 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
I've attached a test wad that makes intermission 1 play after map01...in Vanilla 1.0 and 1.1. In Dday it does nothing. vermil
22:27 Bug #1064 (New): [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
Vanilla HeXen plays an intermission as soon as the player enters a map with a different cluster number (set in the MA... vermil
 

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