Activity
From 2003-03-05 to 2003-03-18
2003-03-18
- 11:51 Bug #28: mouse turning/mouse look jerkiness
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The amount of 'jerkiness' must vary between mice. It has certainly
never bothered me... - 00:32 Bug #28 (Closed): mouse turning/mouse look jerkiness
- Mouse movement in games is jerky unless there's
some kind of mouse filtering. It'd be great if Doomsday
implemen...
2003-03-16
- 13:52 Revision f53c3f05 (github): Updated for 1.7.8
- 13:31 Revision ff743484 (github): Updated for 1.7.8
- 12:57 Revision 366579be (github): Added a screenshot
- 12:56 Revision 165d2eda (github): Added GPL
- 12:55 Revision c670f845 (github): Table style added
- 12:55 Revision 6ecfd706 (github): Overview, modules info added
2003-03-15
- 23:37 Revision a4e884ff (github): More combined psprite code, but commented out
- 23:36 Revision 56f716fa (github): Psprite drawing uses slightly adjusted tcs
- 23:35 Revision 89067392 (github): Psprite adjustments added
- 23:34 Revision 7e226871 (github): Super shotgun, rocket launcher flash tics fixed
- 23:32 Revision 858ee531 (github): Added CeilPow2
- 12:55 Revision 50d66587 (github): Added more fixes
- 12:53 Revision 457c8b94 (github): Psprite info prep for future work
- 12:52 Revision 3f386436 (github): Fixed player anim problem; some cleanup
- 11:51 Revision 6583a80a (github): Removed obsolete code
- 09:51 Feature #1143 (Rejected): Bots
- Deathmatch bots. Co-op bots are more difficult. The
code would need to be shared between jDoom, jHeretic
and jHexen.
2003-03-14
- 23:22 Revision b42d0c9b (github): Lineattack finds approx. plane hitpoint
- 23:20 Revision 03fd53a1 (github): Whole psprite fullbright if one part fullbright
- 23:18 Revision b8c271d0 (github): Changed version to 1.14.7
- 23:17 Revision e6f98911 (github): Several fixes added
- 19:59 Bug #24: jDoom: Firing psprites have minor visual artifacts
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The light problem is fixed. Slow-motion reveals that some
weapons (super shotgun) a... - 14:12 Bug #24 (Closed): jDoom: Firing psprites have minor visual artifacts
- Affected weapons: super shotgun, chaingun, rocket
launcher. The psprite is composed of two parts: the
muzzle flash ... - 19:43 Feature #1142 (Closed): Cheating in netgames
- The server should have a cvar to allow/prevent
cheating in netgames. Clients would need to send
their cheat reque... - 19:38 Bug #27: jHexen server doesn't restore maps in hub
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There are way too many things going wrong with
multiplayer games in jHexen. Fixing ... - 15:06 Bug #27 (Closed): jHexen server doesn't restore maps in hub
- Going from map02 to the icy place works fine, but
coming back restarts map02: Korax speaks, doors
are closed. The... - 19:27 Revision e151b7a4 (github): Fixed status bar flicker
- 18:45 Revision f4f6e9db (github): jtNet2.dll included
- 18:04 Revision 079a610e (github): Removed map31,32 from IdentifyVersion
- 17:43 Revision f301b917 (github): Added extra Z_CheckHeaps (debug)
- 17:42 Revision 65badd4c (github): Only report first missing Particle*
- 17:41 Revision 2880af3a (github): Check for user==-1
- 17:40 Revision f54f34c3 (github): Cleanup; P_MapExists added
- 17:39 Revision e69d7223 (github): Don't assume map31,32 exist
- 17:06 Revision 0bc277d7 (github): Clients must not level-teleport themselves
- 14:16 Bug #26 (Closed): jHexen: status bar flickers
- A scaled-down status bar has flickers on its left and
right side. Probably can be fixed like a similar
problem in j... - 14:15 Bug #25 (Closed): Translucent Cacodemons
- In map30 of Doom 2, some of the Cacodemons were turned
translucent. Might not happen consistently.
*Labels:* Gr...
2003-03-13
- 15:43 Bug #16: Client can't connect to server
- _(originally posted by anonymous SF.net user)_
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For some reason all the files in the ... - 07:31 Bug #16: Client can't connect to server
- Logged In: YES
user_id=717323
What did you do to fix the connection problem? There might
be something I can do to ... - 03:43 Bug #16: Client can't connect to server
- _(originally posted by anonymous SF.net user)_
Logged In: YES
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Ok, It was totally my fault for the c... - 12:00 Bug #23 (Closed): jDoom fails to recognize Doom2.wad "00f6d407"
- jDoom fails to recognize the Doom II IWAD "00f6d407".
The most likely reason is that this version of the W... - 11:45 Feature #1141 (Closed): Third-person view
- Totally against the Doom feel, but a 3rd person view
might be a nice option anyway.
*Labels:* Gameplay - 07:38 Bug #22 (Closed): Player clmobj stops animating
- This seems to happen at least in jDoom and jHeretic. It
affects player animations like attacking (anim stops at
the...
2003-03-12
- 23:12 Revision 5b4715b6 (github): Sending yellow messages
- 23:06 Bug #21 (Closed): jHexen client crashes when changing level
- Something is messing up the memory zone in
jHexen. Got myself a bogus memblock user (-1) that
crashes in P_SetupL... - 22:35 Revision be2e1630 (github): Added lineflags to side deltas
- 22:33 Revision 7760dcb7 (github): Added newline to end
- 22:32 Revision 30f6f10b (github): Depth test disabled when drawing psprites
- 22:30 Revision ba3b3406 (github): Some cleanup
- 22:29 Revision 8cf044b2 (github): Added lineflags to side deltas
- 22:28 Revision a7f112ed (github): Added R_GetLineForSide
- 22:25 Revision 81a35748 (github): Added missing headers
- 20:26 Bug #20 (Closed): Client doesn't step up onto mobjs
- The client apparently is not checking for step-up
when colliding with clmobjs. E.g. a client is not able
to move ... - 20:22 Bug #19 (Closed): jHexen: Extruding spike anim jumpy on clientside
- The animation of the extruding big wooden spike is
not showing up correctly on clientside. It appears to
cycle be... - 20:20 Bug #18 (Closed): jHexen: Nonexistent mobjs on clientside
- Sometimes (at least when using 3D models) a client
will see objects hanging in the air. E.g. three
overlapping f... - 20:15 Bug #17 (Closed): Scripted messages not shown on clientside
- Scripted messages, such as the "puzzle solved" and
Korax's messages (map2, map13, etc.) are not
showing... - 08:00 Bug #14: Plasma rifle firing animation frames stuck
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OK, I see the problem now. For some reason, the first frame
of the firing animation ... - 07:57 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
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to be honest, when I proposed it, I had no idea of the
feasibility of the repeatable... - 07:53 Bug #16: Client can't connect to server
- Logged In: YES
user_id=717323
Then it must be something to do with DirectPlay. Are you
running WinXP? Are any othe... - 02:14 Bug #16: Client can't connect to server
- _(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=731914
ok, I am registered now, I will do so... - 02:09 Bug #16: Client can't connect to server
- _(originally posted by anonymous SF.net user)_
Logged In: NO
The IP address was listed in the web-based server bro... - 01:52 Feature #1140 (Closed): Support for DirectMusic (Creative PCI-64)
- when DirectSound initalizied
standard Win32 routines for playing MIDI music
cannot be initlized
in Creative PCI-6...
2003-03-11
- 09:53 Bug #16: Client can't connect to server
- Logged In: YES
user_id=717323
Was the IP address listed on the master an address that
other people can connect to?... - 04:33 Bug #16 (Closed): Client can't connect to server
- while running a dedicated and non-dedicated server on
another machine and listing publicy on master server, I
con... - 09:48 Bug #15: Master server isn't working
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user_id=717323
If the master server cvars are correctly set, announcements
and requests work nicely... - 00:53 Bug #15 (Closed): Master server isn't working
- I started a game and told it to inform the master server.
It refused to show up.
*Labels:* Networking - 00:52 Bug #14 (Closed): Plasma rifle firing animation frames stuck
- Just use IDFKA and keep firing. You'll notice that the
whole fire animation of the plasma rifle doesn't get
cycl...
2003-03-10
- 16:10 Feature #1139 (New): More variations within repeated texture patterns with alternative textures (for detail textures)
- doom/ hexen/ heretix worlds are quire... repetitive. I
mean, all wall of type WALLxx always look the same.
one po...
2003-03-09
2003-03-07
- 20:10 Bug #12: Client stopped by invisible walls/mobjs
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Likely cause: line flag changes are not sent to clients.
Fix: line flags are... - 16:06 Bug #12 (Closed): Client stopped by invisible walls/mobjs
- The client can't walk through a wall that has turned
from visible to invisible, e.g. the walls that Korax
speaks to... - 20:04 Revision c59b5b75 (github): Sv_ClientCoords simply accepts coords, check removed
- 20:03 Revision a7cb99bb (github): Comment change
- 16:18 Bug #13 (Closed): Excessive warping on clientside
- Clients are subject to excessive warping while moving
fast (or moderately fast), especially when playing over
the I... - 15:59 Bug #11: Hitscan weapons cannot hit floor or ceiling
- Logged In: YES
user_id=717323
Yeah, it's about time to fix this one. Not really a bug,
though, since this is how t... - 13:04 Bug #11 (Closed): Hitscan weapons cannot hit floor or ceiling
- When you fire a hitscan weapon (weapons that do not
show their projectiles in the game) at a floor or a
ceiling you...
2003-03-05
- 07:02 Feature #1138 (Closed): Port it to Linux :-)
- Port it to Linux :-)
*Labels:* OS Support - 01:16 Revision 1fcd9b82 (github): Added background gradients
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