Fulltext results:
- 2.2
- de extension for syntax highlighting. **Scripted mobj actions.** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that ... #ontouch|“On touch”]] script that gets run when a mobj is touched. The latter could be used for instance... ad gone missing in Heretic. * No music in Hexen Map 26. * Incorrect alignment for a wall’s lower te
- 1.9.0-beta1...4
- to one), and it has not been fully adjusted: many maps will mostly become too dark (Doom 3 fans rejoice... system has been enhanced with the possibility to map entire directories to a virtual location. By default there is a virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)... e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely
- 1.9.0-beta5
- h [[j_doom]]). This was fixed by making sure that mobjs in the NULL state (state zero) or whose state re... equired info has been received, not when a Create Mobj delta is received. The Create Mobj delta may get lost, so it isn't very reliable. * Fixed problem where lots of mobjs are created and destroyed in a rapid succession
- 1.9.0-beta6
- ustom [[playpal|palette]], 2=Always. * Added [[map-mobj-r]]/g/b: [[cvar]] Set a custom color for things d
- 1.9.0-beta6.2
- ssible. * Fixed: Logic error which resulted in mobjs hidden behind one-sided walls visible from the o... nFine scripts not working when used for the first map. ==== jDoom ==== * Fixed: "Weapon controls ... ). * Fixed: "HeXen inventory not saved between maps" (http://sourceforge.net/tracker/?func=detail&ai... === * Optimize: Improved load time with large maps (memory allocation of vertexillums). * Change
- 1.9.0-beta6.4
- d=542099). ==== Common code library ==== * Mobj types from game modes where they should not be present could be spawned dynamically once the map had started (for example, attempting to spawn an ... timate DOOM via XG or the ccmd "spawnmobj"). * Mobj types specifically disabled in the server configu... ation could still be spawned dynamically once the map had started (for example, spawning the BFG via XG
- 1.9.0-beta6.8
- p_id=74815&atid=542099) * Clipping issues with mobjs vs T_MovePoly-type polyobjects (e.g., the pushin... etail&aid=2897918&group_id=74815&atid=542099 * Map name strings from Plutonia and TNT could not be c... e in [[ccmd]] [[spawnmobj]] which would result in mobjs always being spawned at the ceiling height. * "Blank map titles no longer blank". http://sourceforge.net/t
- 1.9.0-beta6.9
- of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== ... ring artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http:/... to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start up". http://sourceforge.net/tracker/?func=detail&aid=2
- detailed_list_of_changes_in_doomsday_version_1.9.7
- walls * Hexen: no view bobbing when walking on mobjs [e.g., barrels in DK map17] * Enemies embedded in one another cannot separate [caused by game-mobj-fracepsilon] * Doom: Flying enemies get stuck ... ve volumes; efficient test for a full volume * mobj <-> polyobj collisions thrust mobj at an incorrect angle (+inconsistent damage) [polyobj seg->angle !=
- detailed_list_of_changes_in_doomsday_version_1.9.9
- ger handling unknown flats.” {{:sfbug|1070}} * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials during map conversion. * Crash during engine reset when in a map with one or more glowing material. ===== Defini... patches. ===== Multiplayer ===== * Server: mobj flags got lost due to a bug when merging mobj del
- 1.15
- rely new episodes and modifying the originals. **MAPINFO support.** [[modding:Hexen MAPINFO]] definitions are now supported in Doom and Heretic, as well as... en. Note that presently only the Hexen dialect of MAPINFO is supported (ZDoom uses it's own MAPINFO dialect). **Improved BSP builder.** Better performance
- detailed_list_of_changes_in_doomsday_version_1.13
- {{tag|All Games}} ===== * Links to deceased mobjs retained in the Blockmap resulting in various vi... n}} ===== * Fatal error attempting to load a map containing lines with no sides * Reading an in... * Busy mode (e.g., during startup or loading a map) is now longer separate from the regular UI. Ther... Side-by-side stereoscopic rendering modes use a mapped input mode that allow using the mouse for acce
- detailed_list_of_changes_in_doomsday_version_1.10
- Map: Fatal error with {{:var|rend-tex}} = 2. * Map: Fatal error with {{:var|rend-dev-mobj-bbox}}. * Map: "Missing" material not always assigned. ===== Resources ===== * Definitions: ... * Any transition from busy mode (e.g., loading a map) to gameplay no longer forces game time to be frozen. Instead, the {{:var|game-pause-mapstart-tics}} variable controls how long the game i
- detailed_list_of_changes_in_doomsday_version_1.12
- * Fatal error playing **Icarus: Alien Vanguard** MAP16, due to an oversight in the line-of-sight algorithm when dealing with maps with overlapped lines. * Fatal error playing ... images. * Fatal error playing **Eternal Doom** MAP10, due to mishandling of overlapped sectors in th... attributed sectors to BSP leafs around id Tech 1 map hacks (holes in the floor, incorrect lighting, ..