Project

General

Profile

Activity

From 2003-05-29 to 2003-06-11

2003-06-11

22:27 Feature #1161: Stealth mode cheat
Logged In: YES
user_id=616016
makecam n
Does the same thing?
tolwyn
22:20 Feature #1178: Hi-res textures as 256-color PCX or GIF
Logged In: YES
user_id=717323
As can be seen in the Readme section 4.2, 8-bit PNG and PCX
are already supported.
skyjake
22:13 Bug #60: Top of monsters + shooting their heads
Logged In: YES
user_id=717323
I just tried this in 1.7.10, and the demon died as
expected.
skyjake
22:08 Bug #19: jHexen: Extruding spike anim jumpy on clientside
Logged In: YES
user_id=717323
This is most likely because the client is too liberal with
predicting the animation...
skyjake
22:07 Bug #61: The golden doors on the Seven Portals are buggy.
Logged In: YES
user_id=717323
The bugs 703664 and 702473 already cover the same
issues.
skyjake
22:04 Bug #20: Client doesn't step up onto mobjs
Logged In: YES
user_id=717323
This might also be a problem with the changing height of
the trees as they're destr...
skyjake
22:01 Bug #37: Fog isn't saved into savegames
Logged In: YES
user_id=717323
I should think about fixing this one of these days.
Savegame stuff would need to be...
skyjake
21:56 Bug #66 (Closed): Dynlights leak through walls
It's not possible to prevent all the 'leakage', but at
least the obvious cases where there is clearly no
connecti...
skyjake
13:05 Bug #58: Squished switch textures
Logged In: YES
user_id=717323
This is not a bug in Doomsday. The textures have the
same names, but different dime...
skyjake

2003-06-10

19:47 Bug #65 (Closed): Shiny skins on HUD Models
Shiny skins do not work correctly on HUD models. The
skin appears but I think it's mapping position is being
dist...
skyjake
19:44 Bug #64: White gaps where walls meet on TNT2
Logged In: YES
user_id=717323
If you disable dynamic lights, do the white gaps still
appear?
How about "r...
skyjake
17:19 Bug #64 (Closed): White gaps where walls meet on TNT2
This is a problem I used to have a lot but when I got my
GeForce 4, it went away. Little tiny gaps can be seen
wh...
skyjake
02:17 Feature #1141: Third-person view
Logged In: YES
user_id=1566636
I think it's great, especially with how flexible the engine
is, I would like to set...
papercut2

2003-06-09

23:17 Bug #63 (Closed): Halo occlusion flickers
Sometimes halos will briefly flicker when they appear
from behind an obstacle, e.g. an opening door.
*Labels:* G...
skyjake
22:40 Bug #62 (Closed): Halo clipping vs. masked walls
For example in E1M3, around the nukage pool.
Halos look really bad when they're visible between
the ceiling and ...
skyjake

2003-06-08

22:34 Bug #61 (Closed): The golden doors on the Seven Portals are buggy.
For the client in a network game, all of the doors on the
Seven Portals level get reset to the closed position upon...
skyjake
14:58 Feature #1155: 3D model for the sky
Logged In: YES
user_id=763563
I agree, the skies would look very NICE if someone created
the textures for the gam...
chrisdragon

2003-06-07

20:07 Bug #47: jDoom: Bullet puffs in face
Logged In: YES
user_id=726135
Repost from Doomsday HQ forum:
Doom II - Level 20
Kickstart 2.09, Doomsday 1.7.9, j...
jhansonxi
15:59 Feature #1181 (New): Ambient sounds (in XG sectors)
Would be great, if the ambient sound volume could be
adjusted in them, no need for multiple samples of one
sound....
skyjake
00:24 Bug #60 (Closed): Top of monsters + shooting their heads
it does no damage at all, I was atop a demon's head and
slicing away with the chainsaw, no damage was occuring
*...
chrisdragon

2003-06-06

19:03 Feature #1180 (Closed): Gib Generator - For spawning models from a mobj state
Would work in a similar fashion to the particle generator.
(perhaps the same movement routine could be used?)
Wh...
skyjake
18:52 Feature #1179 (Rejected): Flying creatures - Tilt up/down if moving in z dimension
Flying creature models should have their pitch adjusted
when moving in the z dimension so that they 'look' in the
...
skyjake
07:53 Feature #1177: Autohide + Floating statusbar options
Logged In: YES
user_id=849456
Originator: NO
Implemented in 1.9.0-beta4
danij
04:31 Feature #1178 (Closed): Hi-res textures as 256-color PCX or GIF
many textures could be reduced to 256 colors without
even slightest quality loss - so, why not?.. It would
signific...
skyjake

2003-06-05

12:00 Feature #1149: MD3 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
I can see it now ! quake3's doom trooper!
skyjake

2003-06-04

17:55 Bug #59: Unwanted sound info shown
_(originally posted by anonymous SF.net user)_
Logged In: NO
never touched that option, never seen sound info
skyjake

2003-06-03

21:08 Feature #1177 (Closed): Autohide + Floating statusbar options
A nice feature would be an autohide statusbar. IE if the
player hasn't fired a wepon in #n number of seconds the
...
skyjake
10:12 Feature #1175: Sound effect cutoff at monster's death
Logged In: YES
user_id=717323
Of course, I meant stop all sounds originating from the
dying monster.
skyjake
05:58 Feature #1176 (Closed): Crosshair transparency in menu
When I first loaded up Doomsday and there were no
crosshairs, even though I'm used to having crosshairs,
I kinda ...
gnam
05:46 Feature #1165: Multipart 3D models
Logged In: YES
user_id=876431
This is possibly easier with skeletal support, and allows even
better animation, an...
sin4u

2003-06-02

22:51 Feature #1175: Sound effect cutoff at monster's death
Logged In: YES
user_id=717323
An easy fix: Stop all sounds when a monster dies.
For the next release.
skyjake
22:05 Feature #1175 (Closed): Sound effect cutoff at monster's death
How about cutting off the "see player" sight for
monsters that get killed before the whole sound
finish...
chrisdragon
22:50 Feature #1174: Player corpse duration for multiplayer
Logged In: YES
user_id=717323
There is already the cvar "game-corpse-time". It should work
great in mult...
skyjake
22:01 Feature #1174 (Closed): Player corpse duration for multiplayer
How about a cvar that dictates how long player corpses
stay in the map? Nobody likes seeing dozens of player
mode...
chrisdragon
22:47 Feature #1173: HUD Sprites to use different external resource
Logged In: YES
user_id=717323
This has been fixed for 1.7.10. The problem only appears
with jDoom, where some spri...
skyjake
21:25 Feature #1172: Slower player movement (cvar)
Logged In: YES
user_id=717323
1.8.1 has client-specific player-move-speed.
skyjake
21:18 Bug #59 (Closed): Unwanted sound info shown
Some people report that the sound-info cvar seems to be
setting itself to non-zero. I *have* initialized it
correct...
skyjake
05:41 Bug #58 (Closed): Squished switch textures
See thread below for analysis
http://forums.newdoom.com/UBB/Forum5/HTML/000826.
html
*Labels:* Graphics
chrisdragon

2003-06-01

17:50 Feature #1160: Customizable Dynamic Lights
Logged In: YES
user_id=717323
It's done. And it uses the 8-bit alpha conversion thingy.
Actually, since alpha is ...
skyjake
02:29 Feature #1173 (Closed): HUD Sprites to use different external resource
HUD Sprites should use a different external resource
than the sprites used in-game. At the moment changing
the HU...
skyjake

2003-05-31

21:35 Feature #1172 (Closed): Slower player movement (cvar)
Pros:
+ netgames will be more tolerant to lag
+ you can't run away so easily, making things harder
(many feel that...
skyjake
20:51 Feature #1171 (Rejected): Center HUD weapon position when firing
I have my HUD models setup so that they bob
realistically from side to side when I'm running but when
you shoot, ...
skyjake
09:27 Feature #1170 (Closed): Sound flag to prevent stopping
Normally, a sound playing from a source is stopped when
a new sound is started from the same source. A flag
that di...
skyjake
09:17 Feature #1169 (Closed): Command line options for resource paths
The other resource classes need command line options
like -texdir and -texdir2.
*Labels:* Customizability
skyjake
00:19 Feature #1168 (New): Real decals: bulletholes, blastmarks, etc.
grimreaper642 says: "I've played ZDoom and loved the
realistic decals (bloodsplats, bulletholes, blastmarks,
e...
skyjake

2003-05-30

21:19 Bug #57 (Closed): jHexen: Weapon pieces bob only partially
S. Howe reports:
(i) Start JHexen for HEXEN.WAD
(ii) Start a new game in Mage mode, choosing
'Warlock' diffic...
skyjake
20:50 Bug #56: Sprites clipped by a sky ceiling
Logged In: YES
user_id=717323
Thanks to S. Howe for reporting this.
skyjake
20:49 Bug #56 (Closed): Sprites clipped by a sky ceiling
Sometimes sprites are clipped by a sky ceiling. This
happens because a tall sprite may extend into the
sky.
Fi...
skyjake

2003-05-29

19:00 Feature #1167 (Closed): High-resolution sprites
External resources could be used to replace sprites.
It would work like the replacing of patches: e.g. the
origin...
skyjake
18:30 Feature #1164: Animation sequences defined using DEDs
Logged In: YES
user_id=717323
This will be in 1.7.12. Random timing is possible. (Hexen
needs it, anyway.)
skyjake
17:07 Feature #1166 (Closed): .pk3/.zip Support
The 'virtual files' feature of Doomsday should be
enhanced so that it can load .pk3/.zip (no
compression) files a...
skyjake
16:59 Feature #1150: Duke Nukem 3D Support
_(originally posted by anonymous SF.net user)_
Logged In: NO
the doom engine and build engine are two different th...
skyjake
16:45 Feature #1165 (Rejected): Multipart 3D models
To allow better animation of objects, 3D models
should support a separate state for each submodel.
The state coul...
skyjake
15:50 Bug #55: jHeretic: Interlude time wrong when sec=0
Logged In: YES
user_id=717323
Thanks to A. Budko for noticing this.
skyjake
15:48 Bug #55 (Closed): jHeretic: Interlude time wrong when sec=0
IN_DrawTime() draws the level time incorrectly when
seconds = 0. The zero seconds is not displayed at
all.
*La...
skyjake
 

Also available in: Atom