Activity
From 2003-03-12 to 2003-03-25
2003-03-25
- 16:15 Feature #1145: ATI TRUFORM for models
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Even Ati Rage cards supported Truform via dirvers, bu... - 16:14 Feature #1145: ATI TRUFORM for models
- Logged In: YES
user_id=717323
I thought Truform was something that Radeons did in
hardware? I'm using a GeForce2 m... - 11:44 Feature #1148 (Closed): Display refresh rate settings
- The preferred display refresh rate should be
configurable somewhere. Currently refresh rates are
what Windows is ki...
2003-03-23
- 20:25 Bug #28: mouse turning/mouse look jerkiness
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user_id=717323
Now implemented in the 2003-03-23 snapshot.
http://www.doomsdayhq.com/changes.php
- 19:14 Feature #1147 (Closed): Windows NT4?
- Is it impossible to support Windows NT4 again (OpenGL)?
I succeeded in running up to Doomsday 1.7.2
(jDoom1.1...
2003-03-20
- 19:06 Feature #1146 (Closed): Ducking
- If you can program the ability to load ducking sprites
from a seprate wad, I can making the ducking sprites.
Ther... - 17:12 Feature #1140: Support for DirectMusic (Creative PCI-64)
- Logged In: YES
user_id=717323
How about trying different MIDI devices in the Windows
multimedia options? Software ... - 01:25 Bug #29 (Closed): jDoom: Server crashes when connecting
- On my win2k system i started jdoom with md2 models and
normal deathmatch options. I have dsl as internet
connection...
2003-03-19
- 14:08 Feature #1143: Bots
- Logged In: YES
user_id=1566636
With all the Particle effects and tweaking I do with Jdoom,
deathmatches couldnt lo... - 12:16 Feature #1145 (Closed): ATI TRUFORM for models
- Support for MD2 models. I remember an Unreal patch
(or it was Quake 2?) that added Truform support even
without a... - 07:35 Feature #1144 (Closed): Cvar to disable angle-based wall lighting
- As in the original Doom, walls facing a certain
direction get a bit more light. A cvar to control the
intensity of ...
2003-03-18
- 11:51 Bug #28: mouse turning/mouse look jerkiness
- Logged In: YES
user_id=717323
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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user_id=717323
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
- Logged In: YES
user_id=717323
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)_
Logged In: YES
user_id=731914
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
user_id=731914
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
- Logged In: YES
user_id=717323
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...
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