Activity
From 2014-04-03 to 2014-04-16
2014-04-16
- 23:37 Bug #1750 (Closed): [Deathkings] New game crash while viewing ending
- If one tries to start a new game of HeXen while the game ending is running, it causes a seg fault.
- 20:34 Bug #1748 (Resolved): Invalid time shown in Updater settings dialog
- 15:15 Bug #1748 (Closed): Invalid time shown in Updater settings dialog
- The last checked time is probably stored as a high-performance time?
- 20:01 Feature #1749 (New): Built-in effects should come in resource packs
- All the effects and resources that Doomsday adds in the default, built-in distribution should be packaged in resource...
2014-04-15
- 20:57 Bug #1740 (Closed): [HeXen] Star Bridge no longer solid
- This affected *all* collision checks in Hexen when checking if a mobj is on top of another mobj.
2014-04-10
- 17:59 Feature #1746 (Closed): Enable C++11
- C++11 has plenty of goodies, for instance lambdas and @auto@ being some of the most helpful ones. Especially when mig...
- 09:34 Feature #1605 (Closed): Tutorial
2014-04-09
- 20:22 Feature #1745: Performance optimization
- * Gridmap traversal (#1639) => uses relational structure for spatial indexing represented with pointer chains (derefe...
- 20:21 Feature #1745 (Progressed): Performance optimization
- This issue is a shortlist of possible/pertinent optimizations that could be applied for better performance and/or mem...
2014-04-08
- 22:00 Bug #1744 (New): [Heretic] Waterfall sounds switch from left to right (centered in vanilla)
- In Dday, at the start of E3M8, the waterfall sounds switch from left to right, albeit consistently, rather than sound...
- 13:24 Bug #1737 (Closed): [Hexen] Crash starting end game finale
- 12:45 Bug #1737 (In Progress): [Hexen] Crash starting end game finale
- 12:32 Bug #1710 (Closed): game-fastmonsters 0/1 doesn't work
- Changing game rules using cvars is not the right approach. Game rule management will be folded into game session prof...
2014-04-07
2014-04-04
- 15:17 Bug #1736 (Closed): [HeXen] sky back layer not rendering
- 14:59 Bug #1736 (Resolved): [HeXen] sky back layer not rendering
- 04:31 Bug #1736 (In Progress): [HeXen] sky back layer not rendering
- 13:24 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- Allow me to clarify a couple of points:
Firstly, I completely agree with your reasoning, Vermil, as to why a total... - 11:51 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- Getting rid of that limit could also help. Dani talks about ho that would require rewriting the whole system from the...
- 09:55 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- A visual display of active generators has its place, but all it tells the typical user is that they have turned off, ...
- 04:41 Bug #1729 (In Progress): Repeat loading of DEHACKED patches specified on the command line following a game change
- 00:08 Bug #1740: [HeXen] Star Bridge no longer solid
- Sorry, I made a few typos and mistakes in my recent post. It should say: "Lower the pillars with the cave key and ent...
2014-04-03
- 23:59 Bug #1740: [HeXen] Star Bridge no longer solid
- This problem with the star bridges also happens in Wastelands. To get to the bridge, you must take a teleporter found...
- 08:33 Bug #1740: [HeXen] Star Bridge no longer solid
- That sounds like number 2 that I posted in this old report:
http://tracker.skyjake.fi/issues/1129
Though I didn... - 00:05 Bug #1740: [HeXen] Star Bridge no longer solid
- This doesn't appear to be limited to the star bridges. A quick check in Hexen shows that jumping on pretty much any m...
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