Project

General

Profile

Activity

From 2008-09-19 to 2008-10-02

2008-10-02

21:43 Doomsday Engine Bug #531 (Closed): Doom2/Final Doom incorrect screen border flat
A tiny tiny thing.
In 1.9 Beta5.x, Doom2 and Final Doom are using the same screen border flat as Doom1 (DEMI1_5), ...
vermil
10:56 Doomsday Engine Feature #1474 (Rejected): Customization options for object shadows
Ability to control the "simple shadow" effect that Dday places under all things when they aren't in a full bright sta... vermil
10:29 Doomsday Engine Bug #513: Infine control oversights
A follow up on this. Player movement by mouse isn't disabled while they are in interactive mode. vermil

2008-09-30

20:34 Doomsday Engine Feature #1472: Dedicated Command-Line Server
A dedicated text mode server is already implemented. Run Doomsday with the command line option "-dedicated". danij
20:19 Doomsday Engine Feature #1473 (Closed): Multiple Dedicated Server Manager
It would be very good to have a multiple dedicated server manager so admins can spawn and manage more than 1 dedicate... andrewwan1980
15:26 Doomsday Engine Feature #1471: Standard definitions should conform to vanilla
How so?
Currently, the model packs, music packs, hi-res texture packs are all completely separate entities from th...
vermil

2008-09-29

22:24 Doomsday Engine Feature #1472 (Closed): Dedicated Command-Line Server
The Setting up Doomsday for Multiplayer
(http://forums.newdoom.com/showthread.php?t=27578)
is not enough as a d...
andrewwan1980

2008-09-28

13:16 Doomsday Engine Bug #530: Extreme HOM Effects in Final DOOM
These errors are the result of feature of the original DOOM engine that was not known to us devs until just after thi... danij
06:55 Doomsday Engine Bug #530: Extreme HOM Effects in Final DOOM
File Added: finaldoom_twomorelevelerrors.zip brunoxi
06:55 Doomsday Engine Bug #530: Extreme HOM Effects in Final DOOM
Two more level errors found (levels 6 & 7)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/98a33...
brunoxi

2008-09-27

20:49 Doomsday Engine Bug #530 (Closed): Extreme HOM Effects in Final DOOM
I haven't checked this on DOOM II or the original DOOM on the newest DOOMSDAY (beta 5) that is out, but when I loaded... brunoxi
20:49 Doomsday Engine Bug #530: Extreme HOM Effects in Final DOOM
Errors I've Encountered Trying to Play Final Doom Through Doomsday Beta 5
*Attachments:*
* http://sourceforge.net/p/...
brunoxi
10:06 Doomsday Engine Feature #1458: Handling obsolete IWADs
What are your thoughts on this skyjake? I can see plenty of advantages in requiring the latest IWADs but do we really... danij

2008-09-26

21:12 Doomsday Engine Bug #529 (Closed): Segfault if thing pain chance > 0 but no pain state
Currently a segfault will occur when a thing attempts to enter it's pain state, as it's pain chance is greater than z... danij
17:50 Doomsday Engine Bug #467: Segmentation Violation
Ultimate Doom Segmentation Violation 1.9.0-beta5.1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thre...
technowolf
17:50 Doomsday Engine Bug #467: Segmentation Violation
I'm getting a segmentation violation with vanilla Ultimate Doom in V 1.9.0-beta5.1
Anyone help??
File Added: Ultimat...
technowolf

2008-09-25

15:47 Doomsday Engine Feature #1471: Standard definitions should conform to vanilla
Making the additional effect DED(s) optional would still not fix the issue you outlined.
That issue is one that af...
danij

2008-09-24

17:20 Doomsday Engine Feature #1471: Standard definitions should conform to vanilla
To follow up on my own comment :p
I'm obviously not talking about things like models, and hi-res textures etc, but...
vermil
16:13 Doomsday Engine Feature #1471: Standard definitions should conform to vanilla
To be honest, with additional effects, I think the default Dday setup should have either none or go all the way so to... vermil
15:54 Doomsday Engine Feature #1471: Standard definitions should conform to vanilla
I agree that some of these additional states should now be removed since we now have newer features within the engine... danij
10:02 Doomsday Engine Feature #1471 (New): Standard definitions should conform to vanilla
Update the deds that come with Dday...
There is no need for the "rocket explosion state hack" (the "explode0" stat...
vermil
13:17 Doomsday Engine Bug #214: Models not rendered if the sector they are in isn't vissible
Fixed in svn for 1.9.0-beta6 danij
13:05 Doomsday Engine Bug #482: Controls and weapon switching.
This has been addressed for 1.9.0-beta6 danij
13:05 Doomsday Engine Bug #484: Controls stick, continuous fire
This has been addressed for 1.9.0-beta6 danij
13:02 Doomsday Engine Bug #504: USE key not functioning
This has been addressed for 1.9.0-beta6 danij
11:53 Doomsday Engine Feature #1468: Sky layers seperate vertical offset
Logged In: YES
user_id=1420350
Originator: YES
I'm just mentioning this because I thought I might as well throw it ...
vermil
11:47 Doomsday Engine Feature #1145: ATI TRUFORM for models
_(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=731015
This is a great idea! I have a Radeon...
skyjake
11:44 Doomsday Engine Feature #1215: State action console commands
Logged In: YES
user_id=717323
Action = "cmd:startinf some-script";
skyjake
11:42 Doomsday Engine Feature #1238: 2 Features
_(originally posted by anonymous SF.net user)_
Logged In: NO
Oh yes and add monster respawn times
And make that I...
skyjake
11:41 Doomsday Engine Feature #1255: Support for DirectX Texture Compression
Logged In: YES
user_id=717323
Incidentally, DXTC == S3TC. Support for the
GL_EXT_texture_compression_s3tc extensi...
skyjake
11:37 Doomsday Engine Feature #1269: WAD Prioritized music over external
Logged In: YES
user_id=763563
No, I have nothing against it, I just have to rename one of
my custom audio.ded's, ...
chrisdragon
11:35 Doomsday Engine Feature #1279: Decoration -> Glow Definition
Logged In: YES
user_id=849456
The new data reference system in XG could handle setting the
glow parameters to eg t...
danij
11:27 Doomsday Engine Feature #1463: Voodoo dolls not supported in JHeretic
Implemented for 1.9.0-Beta6.9 danij
11:26 Doomsday Engine Feature #1310: Specular maps
Closing as duplicate. danij
11:21 Doomsday Engine Feature #1340: Easier way to load detail textures
Logged In: YES
user_id=849456
As of Doomsday 1.8.6 it is now possible to load detail
textures as external resource...
danij
11:16 Doomsday Engine Feature #1342: Alpha/Beta/Prerelease support?
This would be quite difficult because the source code of those pre-release versions is not available. skyjake
11:14 Doomsday Engine Feature #1363: Update notifier
- **status**: open --> closed
- **milestone**: --> Version 1.9
danij
11:09 Doomsday Engine Feature #1408: Map Name CWILVxx Images
Logged In: YES
user_id=849456
This functionality is already implemented as of
Doomsday1.9.0-beta4.
danij
11:07 Doomsday Engine Feature #1409: [DOOM/HERETIC/HEXEN] Automap - font scaling for Map names
The size of the map name displayed in the automap is now dependent upon the HUD scale. Implemented in svn for 1.9.0-b... danij
10:58 Doomsday Engine Feature #1470: Functionality of original Doom sector/line types vs XG
Closing as duplicate. danij
10:50 Doomsday Engine Feature #1436: Anisotropic Filtering controls
Logged In: YES
user_id=849456
Originator: NO
As would controls for other useful controls such as anti-aliasing, vsy...
danij
10:45 Doomsday Engine Feature #1456: Working multiplayer + options
Logged In: YES
user_id=849456
Originator: NO
Both of the these features are already implemented. Enable cheats on t...
danij
10:43 Doomsday Engine Feature #1458: Handling obsolete IWADs
Logged In: YES
user_id=1248824
Originator: NO
removing from self
yagisan
 

Also available in: Atom