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IDProjectCategoryView StatusDate SubmittedLast Update
0001271Zandronum[All Projects] Suggestionpublic2013-02-01 00:382018-09-30 21:33
ReporterRu5tK1ng 
Assigned ToArco 
PrioritynormalSeverityminorReproducibilityN/A
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.0 
Target VersionFixed in Version1.2 
Summary0001271: ZDoom 1.23 beta 33 Physics
DescriptionIn order to closely identify changes ZDoom implemented that affect the current physics in Zandronum, comparisons between Zdoom v1.23b33 and subsequent versions much take place. As instructed by Torr, every version after 1.23b33 must be tested and the results of the feel of physics recorded. Ultimately, the point where the transition from good to bad will be located.
Steps To Reproduce1. Obtain the benchmark version:'http://www.zdoom.org/files/123beta33.zip [^]'
2. Port settings from zdoom.ini from either the ZDaemon or Zan folder.
3. Run through different maps to understand the physics. Ideal wads would be duel32 or idl2011+
4. Obtain subsequent versions here:'http://sourceforge.net/projects/zdoom/files/zdoom/ [^]'
5. Repeat steps 2 and 3 for newer versions
6. Report any findings or curiosities.
Attached Files? file icon MAP26.wad [^] (233,145 bytes) 2013-02-02 18:16
? file icon doomdef.h [^] (16,735 bytes) 2013-02-04 20:52
cpp file icon p_mobj.cpp [^] (186,263 bytes) 2013-02-04 20:53

- Relationships

-  Notes
User avatar (0005901)
Ru5tK1ng (updater)
2013-02-01 00:40
edited on: 2013-02-02 04:32

Comparisons


Identical to 1.23b33:


Similar to 1.23b33:
V2.0.21: Jumping physics differ; slightly less gravity feel. RJumping is slightly different as well.
V2.0.98: Jump physics identical to V2.0.21; last version without 26 reverse window jump. Rocket Jumping is vastly different from b33; more akin to what is currently implemented in Zandronum.


Quite Different from 1.23b33:
V2.1: First version where map26 reverse window jump occurs.

User avatar (0005903)
Torr Samaho (administrator)
2013-02-01 07:24

One thing to keep in mind: According to Sourceforge, surprisingly 1.23b33 is newer than 2.0.47l (and older 2.0.x versions) as if the development of 1.23 continued after development of 2.0.x already started. 1.23b32 on the other hand is older than 2.0.x, so I assume that 2.0.x was originally based on 1.23b32. To get started I suggest to check whether 1.23b32 is identical to 1.23b33.
User avatar (0005904)
Dusk (developer)
2013-02-01 12:32

I'd imagine having one ticket per issue would be easier to manage. though this ticket could still be kept as a "hub" through ticket relationships.
User avatar (0005906)
Ru5tK1ng (updater)
2013-02-02 03:53

Some updates have been added in my first post. Still need to test versions 1.23b32 and 2.0-13. Having difficulty compiling or obtaining a compiled version.
User avatar (0005907)
Watermelon (developer)
2013-02-02 05:07

Some of the air control physics change from 2.0.98 to 2.1.0.

I've been looking through the diff's for hours and I'm quite stuck on what exactly Randy changed to make the jumps go farther/maintain a higher velocity (and thus on Zandronum break some maps where you should be able to jump to places that you weren't intended to originally)
User avatar (0005909)
Torr Samaho (administrator)
2013-02-02 07:57

Quote from Dusk
I'd imagine having one ticket per issue would be easier to manage. though this ticket could still be kept as a "hub" through ticket relationships.

The main problem is that it's very difficult to pinpoint the separate issues. We can create separate ticket for each issue we manage to isolate.
Quote from Watermelon

Some of the air control physics change from 2.0.98 to 2.1.0.

Yeah, the code differences between 2.0.98 and 2.1.0 are quite big. With which dmflags/compatflags were the test made?
User avatar (0005915)
AlexMax (developer)
2013-02-02 16:25

I compiled this a few months ago:

'https://github.com/doomtech/zdoom-old [^]'

Hopefully you guys might find some use for it in this investigation.
User avatar (0005916)
Torr Samaho (administrator)
2013-02-02 16:40

Nice! Does anybody know if this are all versions that still exist? Or does Randy have some more saved somewhere?

Some clarification on an older observation:
Quote from Torr Samaho
According to Sourceforge, surprisingly 1.23b33 is newer than 2.0.47l (and older 2.0.x versions) as if the development of 1.23 continued after development of 2.0.x already started. 1.23b32 on the other hand is older than 2.0.x, so I assume that 2.0.x was originally based on 1.23b32. To get started I suggest to check whether 1.23b32 is identical to 1.23b33.

The Sourceforge ordering was misleading. 1.23b33 is older than all 2.0.x versions. Apparently 1.23b33 Linux binaries were added after 2.0.47l was released, bumping 1.23b33 in the Sourceforge list. So there is no need to test 1.23b32.
User avatar (0005918)
Dusk (developer)
2013-02-02 17:40

There's this if it's of any use:
'http://zdoom.org/wiki/Version_history [^]'
User avatar (0005919)
Watermelon (developer)
2013-02-02 18:11
edited on: 2013-02-02 20:08

I don't know if it'd be useful, but I could always get the .diff files between 2.0.98 and 2.1.0 (despite it probably being large) and try and figure out what was changed.

I'm pretty sure it has to do with capping the horizontal movement. The Z gravity between both based on ACS seems to be completely unchanged (the Z momentum between 2.0.98 is the same as 2.1.0), which means that it has to just be a cap on the horizontal speed.

I just did some number crunching by debugging the x/y/z for both ports (with ACS since I can't get them compiled) for each tic to get the velocity, and it appears that there is a velocity change in ZDoom 2.1.0:

Data compilation here:
'http://pastebin.com/raw.php?i=Tr9NTUc0 [^]'

Raw data:
'http://pastebin.com/raw.php?i=SBFWJ77q [^]'

I did these in the same map from the same position hitting the same key with the same commands and same dmflags/compatflags as each other. Everything is identical that I did to rule out anything human error based as far as I could tell. I will attach the map. Both runs are done with SR50 (if you need my config I'll upload), I only click the SR50 button which performs SR50 left (forward + left strafe + turn which makes you gain slightly extra speed).

I got this data by running MAP26, then doing:
skill 4
map map26
logfile "data.log"

then I just hit Q to perform SR50 left only and got the data when jumping at the very edge of the platform.



EDIT: IT appears there is some capping done. The y movement based on SR50 for the following data was changing 0.09 map units in ZD 2.1.0, and the same while on the ground in ZD 2.0.98, but upon going airborne the velocity is capped by a ration which reduces 0.09 units of Y movement to 0.08.

Before jump change in x map units (delta between position tic x and tic x - 1)
Tic x: 22.690 vs 23.080

When the player jumped:
Tic x + 1: 20.580 vs 23.080

The left is ZD 2.0.98, right is ZD 2.1.0



THEREFORE it appears that your velocity is reduced 10% when you press jump based on the math that was done. So far a hacky workaround would be to just multiply the velocities of X and Y by 0.9 on the tic that jump is pressed and the player is on the ground while it creates vertical thrust when the player has none.

User avatar (0005920)
AlexMax (developer)
2013-02-02 20:11
edited on: 2013-02-02 20:18

@Torr, that repository is basically identical to the sourceforge source zips. The only difference is that when both the windows and linux versions were available for the same version, only the linux version was put in the repository.

Those are all the source zips that remain. All the others were lost to a hard drive crash years ago. I am also under the impression that ZDoom 2.0.98, or some close descendant, was put into the modern zdoom SVN repository as the starting point.

EDIT: Perhaps it also might be worthwhile to try and bring forward Vanilla physics, while we're at it?

User avatar (0005921)
Watermelon (developer)
2013-02-02 21:47

@Torr
Keeping the absolute velocity capped stops some of the 'impossible' jumps, but not others, so I can't solve it by capping the velocity

@Alex
For vanilla physics do you mean
- X and Y movement from doom95.exe stuff
- Z movement from ZDoom < 2.1.0?
User avatar (0005922)
Ru5tK1ng (updater)
2013-02-02 21:53

@Water
I'm guessing for Z movement, the 'vanilla' physics would be from 1.23b33. There exists a difference in Z movement between v1.23 and v2.0.21.

I would still like to get my hands on 2.0-13 out of interest.
User avatar (0005923)
Torr Samaho (administrator)
2013-02-03 11:44

Quote from AlexMax
I am also under the impression that ZDoom 2.0.98, or some close descendant, was put into the modern zdoom SVN repository as the starting point.
You're right! The first ZDoom SVN revision is more than 200 hundred revisions older than ZDoom 2.1.0 and newer than 2.0.98. Can somebody compile the first SVN revision?

Water, I'll have to look at your analysis in more detail later.
User avatar (0005924)
Watermelon (developer)
2013-02-03 16:45
edited on: 2013-02-03 16:50

Too much stuff is missing from the early ZDoom revisions.
- Required an unknown old FMod version that the FMod site has completely dropped support for and can no longer be found on the net
- Trouble solving what NMAKE is/does


NOTE: One may be able to find Fmod < v4, located here:
'http://www.basic4ppc.com/forum/official-updates/2661-fmod-library-v1-5-a.html [^]'

The problem is it requires an account, and even then it wont let me download, so I fired off an email to the tech support on that site to help me get it. This may not even be the FMod API... I think we're out of luck here unless someone has a backup somewhere.



We may be in for some problems here because all these old ZDoom revisions are completely broken since FMod doesn't look like it can be found, let alone compiled.
What I COULD do is get all the .diff's between the files and attempt to see what was changed in game.
Can we guess safely that between revision 4 and revision 200 there was this 'physics' change?


@Torr
Is there an area of code that would handle this? I have all the .diff's between 2.0.98 and 2.1.0, but I could not seem to find it in p_mobj or p_user... I'm not sure exactly where to look.

User avatar (0005925)
Torr Samaho (administrator)
2013-02-03 19:04
edited on: 2013-02-03 19:04

These old ZDoom versions require FMOD 3.75, which I still have. With a few changes I managed to compile ZDoom revision 18. Please test this binary to see if it behaves like 2.0.98 or ZD 2.1.0.

Quote from Watermelon
I just did some number crunching by debugging the x/y/z for both ports (with ACS since I can't get them compiled) for each tic to get the velocity, and it appears that there is a velocity change in ZDoom 2.1.0:
Can you post your ACS analysis wad here?

User avatar (0005926)
Watermelon (developer)
2013-02-03 19:36

@Torr:
The binary you posted acts like ZD 2.0.98


ACS here:
Data compilation here:
'http://pastebin.com/raw.php?i=Tr9NTUc0 [^]' [^]

Raw data:
'http://pastebin.com/raw.php?i=SBFWJ77q [^]' [^]
User avatar (0005927)
Torr Samaho (administrator)
2013-02-03 19:42

So the difference was introduced between revision 18 (binary I posted) and 2.1.0 (revision 204). I'll compile another binary to narrow it down further.

BTW: Your note says "ACS here:" but there is not ACS.
User avatar (0005928)
Watermelon (developer)
2013-02-03 20:06
edited on: 2013-02-03 20:09

Sorry my bad, by ACS I meant what was calculated from GetActorX and GetActorY (in the raw data thing, that's straight from ACS GetActorX, Y, X, and Y)

I wish I could compile this stuff, if you have a link to the FMod/whatever else I need I will gladly do half cuts in the SVN until I get to the proper version.

User avatar (0005929)
Torr Samaho (administrator)
2013-02-03 20:10

Here is revision 105. I only have the Windows version of FMOD 3.75. Is that ok?
User avatar (0005930)
Watermelon (developer)
2013-02-03 20:26

Yes that's perfect for me, I use Windows for most of my compiling
User avatar (0005931)
Watermelon (developer)
2013-02-03 20:27
edited on: 2013-02-03 20:36

Also I do successfully make that jump in that version, so the physics have changed in the new one you put up

EDIT: Was your first binary revision 4?

EDIT2: Is there any other utility you use for them? Like nasm-2.00

EDIT3: I assume this is from this SVN right? 'http://zdoom.org/Changelog/1 [^]'

User avatar (0005932)
Torr Samaho (administrator)
2013-02-03 21:43
edited on: 2013-02-03 21:44

Quote from Watermelon
Was your first binary revision 4?

No, it's 18 (see 0001271:0005925 and the file name of the archive).
Quote from Watermelon
EDIT2: Is there any other utility you use for them? Like nasm-2.00

Yes, I use nasm. For this I just replaced "nasmw" by "nasm" in the VC++ project files.
Quote from Watermelon
EDIT3: I assume this is from this SVN right?

Yes, it is.

User avatar (0005933)
Watermelon (developer)
2013-02-03 21:59
edited on: 2013-02-03 22:17

What FMOD version are you using? The current one 4.26.[something] that works with the current Zandro doesnt work with ZDoom

EDIT: I may need an older one
Or maybe I can somehow have it not compile sound?
It said on the ZDoomWiki you need 3.x series of FMOD to compile and that's been removed from the net.

EDIT2: My bad didn't see the PM

User avatar (0005934)
Watermelon (developer)
2013-02-04 20:00

FOUND IT

Is there a way I can do a quickie commit for review for the Zandro code?
User avatar (0005935)
Torr Samaho (administrator)
2013-02-04 20:32

Quote from Watermelon
FOUND IT

So you found what's causing the map26 jump? Great! Which ZDoom revision caused the change?

Quote from Watermelon
Is there a way I can do a quickie commit for review for the Zandro code?

Sure, there are multiple ways. For instance you could commit it to a local clone of the Zandronum repository, export the commit as patch and attach it here. Or Create a fork on bitbucket and commit it over there.
User avatar (0005936)
Watermelon (developer)
2013-02-04 20:50
edited on: 2013-02-04 20:53

@Torr
I've been having problems committing, if you see wbuild's fork it just gets messed up. I do however have these attached files.

I was trying to fork and compile Zan 1.1 but got this problem:
'http://zandronum.com/forum/showthread.php?tid=2100 [^]'


I wanted to compile it to prove it works in the latest version, but it did work on Zandro 1.0 when I added it.
I have attached the two files that fixed it, no idea if they actually turned out correctly. Search "// [W]" to get the location of what I added.


Here is the SVN revision:
'http://zdoom.org/Changelog/26/files [^]'
'http://zdoom.org/svndiff/26/zdoom/trunk/src/p_mobj.cpp#0 [^]'


EDIT: Added the files for now

User avatar (0005937)
Torr Samaho (administrator)
2013-02-04 21:17

I assume you also made changes in d_main.cpp. Can you attach this file? Or just tell me how you named the new CVAR and I can add the line myself.
User avatar (0005938)
Watermelon (developer)
2013-02-04 22:23

Sorry I haven't, I didn't even know what to add to d_main.cpp.
I named it COMPATF2_OLD_JUMP_PHYSICS but feel free to name it whatever you wish.
User avatar (0005939)
Ru5tK1ng (updater)
2013-02-04 22:23

Some good info to digest:

'http://forum.zdoom.org/viewtopic.php?f=4&t=35401#p667381 [^]'
User avatar (0005940)
Torr Samaho (administrator)
2013-02-05 06:28

Ok, this binary add the CVAR compat_oldjumpphysics that activates an altered version of your patch. As far as I can tell, your patch didn't work properly for actors with FLOATBOB. Those got momz added twice.
User avatar (0005941)
Dusk (developer)
2013-02-05 11:50
edited on: 2013-02-05 11:52

I'd still suggest leaving "old" out of compatibility flag names because compat flags kind of imply in itself that they reactivate old stuff and bugs. The name could just be compat_jumpphysics.

User avatar (0005942)
Watermelon (developer)
2013-02-05 13:55

Confirmed working on my end for the latest binary. My mistake if FLOATBOB got added twice, I made the mistake of not actually testing that :(
User avatar (0005945)
AlexMax (developer)
2013-02-05 23:52

I have attempted to compile ZDoom 2.0.13 myself, and I actually made progress towards it. There are six main classes of errors:

- zlib project was broken. Actually, the zlib project was correct, it's just that the zdoom project file was using the wrong version number. Editing the project to point at the correct directory fixes this.
- Can't find nasm to compile the assembly files. I simply deleted them from the project, and I assume there is a define to disable usage of assembly functions in place of C equivalents.
- Some template ugliness in v_font.cpp/h that modern Visual C++ doesn't like. Thankfully, there was a ready replacement in the form of a GNUC++ equivalent that was #ifdefed, so I just deleted the MSVC-specific version.
- Lots of cases where the codebase tries to take the square root of a non-float or an absolute value of an unsigned int. Simple casts seemed to smooth things over.
- I didn't have the proper version of FMod. I was prepared to stub out the sound system if it would get the thing to compile.
- Invalid casts of const char* to BYTE. This is where I got stuck.

This release is from the dark era of Randy using multi-layered macros to define actors. The trouble comes in when attempting to initialize FActorInfo::DefaultList, which is of type BYTE[], using said multi-layered macros. Some of those macros take hardcoded strings (const char*) as parameters, and Visual C++ doesn't like this conversion. This is where I'm stuck. Thanks to DavidPH for helping me get this far. :)

As for what to call the cvar, why not have the cvar describe which version it came from? compat_123b33jumpphysics is a lot more descriptive than 'old', since zdoom's physics appear to have changed several times in subtle ways over the years.
User avatar (0005946)
Torr Samaho (administrator)
2013-02-06 05:48

I also had a shot at compiling ZDoom 2.0.13. I'm down to two linker errors that may be caused by the v_font.cpp/h you mentioned. I'll look into this again later.
User avatar (0005947)
Watermelon (developer)
2013-02-06 15:57

I tried adding this to the server end, though it tends to cause some slight vertical de-syncs, I figure this won't happen when the client has the code since it will interpolate correctly?
User avatar (0005976)
Torr Samaho (administrator)
2013-02-09 20:37

Here is ZDoom 2.0.13. I had to remove parts of the FMOD code, apparently this ZDoom version was intended for an FMOD version even older than 3.75. The source was also missing zdoom.wad, so I used the on from 1.23b33.

Quote from Watermelon
I tried adding this to the server end, though it tends to cause some slight vertical de-syncs, I figure this won't happen when the client has the code since it will interpolate correctly?
Making this kind of changes server side only will mess up the client side movement prediction. It should work just fine if the code is on client and server.
User avatar (0005977)
Ru5tK1ng (updater)
2013-02-09 22:46

When I try to run 2.0.13, I get an error: side-by-side configuration is incorrect. I'm on Win7.
User avatar (0005980)
Torr Samaho (administrator)
2013-02-10 12:05
edited on: 2013-02-10 12:24

Other than all messed up colors, I can run 2.0.13 on Win7 x64. Did you try deleting your ini? Can somebody test it on an older Windows version or with Wine under Linux?

EDIT: Does 2.0.21 feel closer to 1.23b33 if you set compat_wallrun to 1?

User avatar (0005984)
AlexMax (developer)
2013-02-10 19:55

The executable works fine on my PC; Windows 7 64-bit. I'm not skilled enough to be able to tell the difference in terms of physics, but it does work.

Out of curiosity, Torr, how did you fix the const char* to BYTE casts?
User avatar (0005986)
Torr Samaho (administrator)
2013-02-10 19:58

Actually I didn't touch theses casts. VC++ 2005 didn't complain about them.
User avatar (0006002)
Ru5tK1ng (updater)
2013-02-11 16:48

I'm still unable to run zdoom.exe even with no ini in the folder.
User avatar (0006004)
Torr Samaho (administrator)
2013-02-11 17:36

I have no idea what's causing this error for you. Can you post a screen shot of the error?
User avatar (0006017)
Ru5tK1ng (updater)
2013-02-13 00:27

'http://i46.tinypic.com/euiyas.png [^]'
User avatar (0006018)
Torr Samaho (administrator)
2013-02-13 06:27

Can you check the error message in the application event log?
User avatar (0006024)
Ru5tK1ng (updater)
2013-02-14 17:49

Quote
Activation context generation failed for "D:\ZDoom-2.0.13\zdoom.exe". Dependent Assembly Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" could not be found. Please use sxstrace.exe for detailed diagnosis.
User avatar (0006025)
Torr Samaho (administrator)
2013-02-14 20:26

Looks like your are missing Visual 2005 C++ Runtime Redistributable. Please test if installing'http://www.microsoft.com/en-us/download/details.aspx?id=5638 [^]' fixes your problem.
User avatar (0006027)
Ru5tK1ng (updater)
2013-02-15 21:19

No it's still the same.
User avatar (0006028)
Torr Samaho (administrator)
2013-02-16 20:49

Probably installing some updates for the redistributable helps:'http://www.microsoft.com/en-us/download/details.aspx?id=26347 [^]'
User avatar (0006037)
Ru5tK1ng (updater)
2013-02-17 05:49

That did the trick. I've concluded that .13 has a similar feel as .21
User avatar (0006038)
Torr Samaho (administrator)
2013-02-17 08:22
edited on: 2013-02-17 10:03

So 2.0.21 and 2.0.13 are the same and thus both have different jumping physics compared to 1.23b33? Are the differences big enough so that it would make sense to search for the code differences and add a new flag (or extend compat_123b33jumpphysics) to compensate for this?

BTW: Nobody answered my question regarding the wallrun flag yet:
Quote from Torr Samaho
EDIT: Does 2.0.21 feel closer to 1.23b33 if you set compat_wallrun to 1?


User avatar (0006050)
Ru5tK1ng (updater)
2013-02-19 03:42

It appears that setting compat_wallrun to 1 doesn't affect the physics or feel. The difference between the jumping of b33 and 2.0 is really miniscule and the search for code differences really wouldn't be wroth the effort. I've recently switched to a new computer and the 'slightly less' gravity feel is even more slight.
User avatar (0006060)
AlexMax (developer)
2013-02-23 01:43

Is it possible that any further differences in feel could be accounted for by the fact that 2.0 had uncapped framerate compared to the 35FPS cap of 1.23b33?
User avatar (0007346)
Hypnotoad (reporter)
2013-10-08 01:02

Shouldn't this be flagged as resolved since compat_123b33jumpphysics was added already?
User avatar (0007347)
Arco (updater)
2013-10-08 01:28

Quote from Jroc
Shouldn't this be flagged as resolved since compat_123b33jumpphysics was added already?


Noted. I'll close this then.

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Supporters: Mobius Ru5tK1ng HumanBones MassVC Watermelon ThatsJustPrime
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- Issue History
Date Modified Username Field Change
2013-02-01 00:38 Ru5tK1ng New Issue
2013-02-01 00:40 Ru5tK1ng Note Added: 0005901
2013-02-01 07:24 Torr Samaho Note Added: 0005903
2013-02-01 12:32 Dusk Note Added: 0005904
2013-02-01 21:52 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 02:49 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 02:49 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 03:24 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 03:50 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 03:53 Ru5tK1ng Note Added: 0005906
2013-02-02 04:04 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 04:22 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 04:32 Ru5tK1ng Note Edited: 0005901 View Revisions
2013-02-02 05:07 Watermelon Note Added: 0005907
2013-02-02 07:57 Torr Samaho Note Added: 0005909
2013-02-02 16:25 AlexMax Note Added: 0005915
2013-02-02 16:40 Torr Samaho Note Added: 0005916
2013-02-02 17:40 Dusk Note Added: 0005918
2013-02-02 18:11 Watermelon Note Added: 0005919
2013-02-02 18:12 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 18:14 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 18:15 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 18:16 Watermelon File Added: MAP26.wad
2013-02-02 18:17 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 20:01 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 20:01 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 20:03 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 20:07 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 20:08 Watermelon Note Edited: 0005919 View Revisions
2013-02-02 20:11 AlexMax Note Added: 0005920
2013-02-02 20:18 AlexMax Note Edited: 0005920 View Revisions
2013-02-02 21:47 Watermelon Note Added: 0005921
2013-02-02 21:53 Ru5tK1ng Note Added: 0005922
2013-02-03 11:44 Torr Samaho Note Added: 0005923
2013-02-03 16:45 Watermelon Note Added: 0005924
2013-02-03 16:50 Watermelon Note Edited: 0005924 View Revisions
2013-02-03 19:04 Torr Samaho Note Added: 0005925
2013-02-03 19:04 Torr Samaho Note Edited: 0005925 View Revisions
2013-02-03 19:05 Torr Samaho Note Revision Dropped: 5925: 0003251
2013-02-03 19:36 Watermelon Note Added: 0005926
2013-02-03 19:42 Torr Samaho Note Added: 0005927
2013-02-03 20:06 Watermelon Note Added: 0005928
2013-02-03 20:06 Watermelon Note Edited: 0005928 View Revisions
2013-02-03 20:09 Watermelon Note Edited: 0005928 View Revisions
2013-02-03 20:10 Torr Samaho Note Added: 0005929
2013-02-03 20:26 Watermelon Note Added: 0005930
2013-02-03 20:27 Watermelon Note Added: 0005931
2013-02-03 20:28 Watermelon Note Edited: 0005931 View Revisions
2013-02-03 20:29 Watermelon Note Edited: 0005931 View Revisions
2013-02-03 20:36 Watermelon Note Edited: 0005931 View Revisions
2013-02-03 21:43 Torr Samaho Note Added: 0005932
2013-02-03 21:43 Torr Samaho Note Edited: 0005932
2013-02-03 21:44 Torr Samaho Note Edited: 0005932
2013-02-03 21:44 Torr Samaho Note Edited: 0005932 View Revisions
2013-02-03 21:45 Torr Samaho Note Revision Dropped: 5932: 0003262
2013-02-03 21:45 Torr Samaho Note Revision Dropped: 5932: 0003260
2013-02-03 21:45 Torr Samaho Note Revision Dropped: 5932: 0003261
2013-02-03 21:59 Watermelon Note Added: 0005933
2013-02-03 22:00 Watermelon Note Edited: 0005933 View Revisions
2013-02-03 22:15 Watermelon Note Edited: 0005933 View Revisions
2013-02-03 22:17 Watermelon Note Edited: 0005933 View Revisions
2013-02-04 20:00 Watermelon Note Added: 0005934
2013-02-04 20:32 Torr Samaho Note Added: 0005935
2013-02-04 20:50 Watermelon Note Added: 0005936
2013-02-04 20:52 Watermelon File Added: doomdef.h
2013-02-04 20:53 Watermelon File Added: p_mobj.cpp
2013-02-04 20:53 Watermelon Note Edited: 0005936 View Revisions
2013-02-04 21:17 Torr Samaho Note Added: 0005937
2013-02-04 22:23 Watermelon Note Added: 0005938
2013-02-04 22:23 Ru5tK1ng Note Added: 0005939
2013-02-05 06:28 Torr Samaho Note Added: 0005940
2013-02-05 11:50 Dusk Note Added: 0005941
2013-02-05 11:52 Dusk Note Edited: 0005941 View Revisions
2013-02-05 13:55 Watermelon Note Added: 0005942
2013-02-05 23:52 AlexMax Note Added: 0005945
2013-02-06 05:48 Torr Samaho Note Added: 0005946
2013-02-06 15:57 Watermelon Note Added: 0005947
2013-02-09 20:37 Torr Samaho Note Added: 0005976
2013-02-09 22:46 Ru5tK1ng Note Added: 0005977
2013-02-10 12:05 Torr Samaho Note Added: 0005980
2013-02-10 12:10 Torr Samaho Note Edited: 0005980
2013-02-10 12:24 Torr Samaho Note Edited: 0005980 View Revisions
2013-02-10 12:24 Torr Samaho Note Revision Dropped: 5980: 0003297
2013-02-10 19:55 AlexMax Note Added: 0005984
2013-02-10 19:58 Torr Samaho Note Added: 0005986
2013-02-11 16:48 Ru5tK1ng Note Added: 0006002
2013-02-11 17:36 Torr Samaho Note Added: 0006004
2013-02-13 00:27 Ru5tK1ng Note Added: 0006017
2013-02-13 06:27 Torr Samaho Note Added: 0006018
2013-02-14 17:49 Ru5tK1ng Note Added: 0006024
2013-02-14 20:26 Torr Samaho Note Added: 0006025
2013-02-15 21:19 Ru5tK1ng Note Added: 0006027
2013-02-16 20:49 Torr Samaho Note Added: 0006028
2013-02-17 05:49 Ru5tK1ng Note Added: 0006037
2013-02-17 08:22 Torr Samaho Note Added: 0006038
2013-02-17 10:03 Torr Samaho Note Edited: 0006038 View Revisions
2013-02-19 03:42 Ru5tK1ng Note Added: 0006050
2013-02-23 01:43 AlexMax Note Added: 0006060
2013-10-08 01:02 Hypnotoad Note Added: 0007346
2013-10-08 01:28 Arco Note Added: 0007347
2013-10-08 01:29 Arco Resolution open => fixed
2013-10-08 01:30 Arco Fixed in Version => 1.2
2013-10-08 01:42 Arco Status new => resolved
2013-10-08 01:42 Arco Assigned To => Arco
2018-09-30 21:33 Blzut3 Status resolved => closed






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