Activity
From 2003-05-31 to 2003-06-13
2003-06-13
- 21:36 Bug #70: jHexen: Wings of Wrath stuck
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mo->ceilingz was miscalculated in PIT_CheckThing(). - 16:39 Bug #70: jHexen: Wings of Wrath stuck
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The client only gets stuck if he's not moving (momx,
momy) when the Wings are activ... - 15:35 Bug #70 (Closed): jHexen: Wings of Wrath stuck
- Using the Wings of Wrath will make the client get
stuck into the ground with eyeheight = zero.
*Labels:* jHexen ... - 20:11 Feature #1185 (Rejected): Controls for moving camera up/down
- The camera could use controls for moving up/down
along the Z axis, regardless of view orientation.
Perhaps up/do... - 17:30 Feature #1184 (Closed): Cvar/cmd descriptions as helpstrings
- The descriptions of all console variables and
commands should be collected into a text file similar
to Data\CPHel... - 16:55 Feature #1156: Smart Filtering (sprites, other graphics)
- _(originally posted by anonymous SF.net user)_
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I think that Advance Mame Scale2x (and even 4x) would... - 15:04 Bug #18: jHexen: Nonexistent mobjs on clientside
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Theory: Server is sending bogus mobj positions (x,
y=zero?), or client is misinterpr... - 15:02 Bug #18: jHexen: Nonexistent mobjs on clientside
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The problem occurs with both sprites and 3D models. - 14:59 Bug #69: jHexen: Fire Minotaur Statues stretched
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Also occured in the menu! - 13:44 Bug #69 (Closed): jHexen: Fire Minotaur Statues stretched
- It appears the Fire Minotaur Statues (e.g. in
Darkmere) toggle their height between normal and
'somewhere through... - 14:59 Bug #20: Client doesn't step up onto mobjs
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The tree stumps were exactly 24 units tall. The stepup
limit was 24*FRACUNIT - 1! U... - 13:48 Bug #20: Client doesn't step up onto mobjs
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Height shouldn't be a problem, since the player can jump
on the treestumps just fine. - 13:22 Bug #19: jHexen: Extruding spike anim jumpy on clientside
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Animation prediction is OK, but the floorclips values were
larger than 64. They wer... - 10:52 Feature #1183 (New): Default values printed with "help"
- The "help" command should show any default values
in addition to a description.
*Labels:* User Interface - 08:18 Feature #1182 (Closed): Titlescreen demo sequences using InFine
- All the titlescreen demo sequences should be scripted
using InFine. This would allow complete customizability.
*L... - 00:08 Feature #1163: Blended/faded texture animation
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This will be in 1.7.12.
There will be no blending for model skins.
2003-06-12
- 15:52 Bug #68 (Closed): jHeretic: Hitscan weapons
- doom's hitscan weapons are now corretly displayed when
they hit the floor or ceiling, the hitscan weapons bug
of th... - 12:36 Bug #67 (Closed): Missing upper texture
- For example in Heretic's E1M5: outside, near the
door to the exit chamber.
*Labels:* Graphics
2003-06-11
- 22:27 Feature #1161: Stealth mode cheat
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makecam n
Does the same thing?
- 22:20 Feature #1178: Hi-res textures as 256-color PCX or GIF
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As can be seen in the Readme section 4.2, 8-bit PNG and PCX
are already supported. - 22:13 Bug #60: Top of monsters + shooting their heads
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I just tried this in 1.7.10, and the demon died as
expected. - 22:08 Bug #19: jHexen: Extruding spike anim jumpy on clientside
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This is most likely because the client is too liberal with
predicting the animation... - 22:07 Bug #61: The golden doors on the Seven Portals are buggy.
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The bugs 703664 and 702473 already cover the same
issues. - 22:04 Bug #20: Client doesn't step up onto mobjs
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This might also be a problem with the changing height of
the trees as they're destr... - 22:01 Bug #37: Fog isn't saved into savegames
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I should think about fixing this one of these days.
Savegame stuff would need to be... - 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... - 13:05 Bug #58: Squished switch textures
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This is not a bug in Doomsday. The textures have the
same names, but different dime...
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... - 19:44 Bug #64: White gaps where walls meet on TNT2
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If you disable dynamic lights, do the white gaps still
appear?
How about "r... - 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... - 02:17 Feature #1141: Third-person view
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I think it's great, especially with how flexible the engine
is, I would like to set...
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... - 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 ...
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... - 14:58 Feature #1155: 3D model for the sky
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I agree, the skies would look very NICE if someone created
the textures for the gam...
2003-06-07
- 20:07 Bug #47: jDoom: Bullet puffs in face
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Repost from Doomsday HQ forum:
Doom II - Level 20
Kickstart 2.09, Doomsday 1.7.9, j... - 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.... - 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
*...
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... - 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
... - 07:53 Feature #1177: Autohide + Floating statusbar options
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Implemented in 1.9.0-beta4 - 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...
2003-06-05
- 12:00 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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I can see it now ! quake3's doom trooper!
2003-06-04
- 17:55 Bug #59: Unwanted sound info shown
- _(originally posted by anonymous SF.net user)_
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never touched that option, never seen sound info
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
... - 10:12 Feature #1175: Sound effect cutoff at monster's death
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Of course, I meant stop all sounds originating from the
dying monster. - 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 ... - 05:46 Feature #1165: Multipart 3D models
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This is possibly easier with skeletal support, and allows even
better animation, an...
2003-06-02
- 22:51 Feature #1175: Sound effect cutoff at monster's death
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An easy fix: Stop all sounds when a monster dies.
For the next release. - 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... - 22:50 Feature #1174: Player corpse duration for multiplayer
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There is already the cvar "game-corpse-time". It should work
great in mult... - 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... - 22:47 Feature #1173: HUD Sprites to use different external resource
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This has been fixed for 1.7.10. The problem only appears
with jDoom, where some spri... - 21:25 Feature #1172: Slower player movement (cvar)
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1.8.1 has client-specific player-move-speed. - 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... - 05:41 Bug #58 (Closed): Squished switch textures
- See thread below for analysis
http://forums.newdoom.com/UBB/Forum5/HTML/000826.
html
*Labels:* Graphics
2003-06-01
- 17:50 Feature #1160: Customizable Dynamic Lights
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It's done. And it uses the 8-bit alpha conversion thingy.
Actually, since alpha is ... - 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...
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... - 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, ... - 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... - 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 - 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...
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