Fulltext results:
- 1.9.0-beta6 @version
- dimensions and/or offsets. === XG === * Use sound played when the player crosses a linedef whose ty... &atid=542099&aid=2001999&group_id=74815). The Use sound is no longer played in this instance. * Segmen... 15). * Any mobj flagged with MF_SKULLFLY would stop moving if their trajectory would intercept anothe... == dsDirectSound ==== * Linear to logarithmic sound effect volume translation resulted in no audible
- 1.9.0-beta6.9 @version
- 74815&atid=542099 * Tiny difference in walk-to-stop mobj momentum threshold compared to original beha... briefly after teleportation. * "General: Mobjs overlapping more than one sector". http://sourceforge.net... 099 ==== Heretic ==== * Non-working ambient sounds. http://sourceforge.net/tracker/?func=detail&aid... creen now gradually fades to black while the quit sound plays (if enabled) before exit. ==== DOOM ====
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- initialization issue] * Hexen: pottery explode sound gets a channel but doesn't play [sf_dontstop] *... * getting stuck in monsters [prevent clientside overlaps] * [376] slow addon loading [with numerous zi... marker not smoothed/angle not updated * Doom: sound effect missing for screen resize * intermissio... ystem directory?] * Heretic|Hexen: view resize sounds (KEYUP; KEYS2A/PickupKey) * enforce ban on al
- detailed_list_of_changes_in_doomsday_version_1.9.8 @version
- ]], [[:imusic]], [[:icd]]. * Added variable [[:sound-overlap-stop]] (default: 1) that allows only one sound to be emitted at a time by a sound source (to comply with original Doom engine behavior). * Default r... mands, aliases and games. For instance: ''apropos sound'' * New commands [[:setwinres]] and [[:setfull
- 1.12.1 @version
- popup dialog * Task Bar: Added toggle for {{var|sound-overlap-stop}} to Audio Settings: when enabled, only one sound is allowed per emitter (like in the original games)
- jdoom_version_1_15.0-beta6 @games
- messages in the HUD. * Chat input should not overlap HUD messages. * Firing weapons must be clien... <code>S_StartSoundEx</code> when a client plays a sound locally, but the server should make sure the sound is heard by all others as well. Weapon firing action ... * Crushing sectors could not be reactivated once stopped (http://sourceforge.net/tracker/index.php?func