Activity
From 2003-06-07 to 2003-06-20
2003-06-20
- 19:42 Feature #1203 (Progressed): Additional save slots — revised save management
- How about an option to have more than 8 savegames in
jdoom, ideally 8 per custom wad file. Or somthing like
that.... - 18:56 Feature #1200: Non-Rectangular Resolutions
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Already implemented. - 12:03 Feature #1202 (New): [MP] Options for Heretic co-op
- Heya you all,
I am trying to launch a coop game at heretic and it
seems that it is not possible. I put the Deat... - 08:41 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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Are greyscale tga's supported?
I just tried recrea... - 04:27 Bug #75 (Closed): Random Crashes with Ultimate Doom
- I have played many versions of jDoom, both with
Ultimate Doom and Doom 2.
However, since installing jDoom v1.7.1...
2003-06-19
- 22:08 Feature #1187: Force feedback
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I agree. Force for the mouse might be funny, but I don't
have a mouse with force fe... - 16:09 Feature #1201 (New): Dynamic shadows
- Why not some dynamic shadows on doomsday 2.0? like
in quake or older game... Or like in Ddoom III ;-)
*Labels:* ...
2003-06-18
- 21:28 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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Should use md3 skeletal animation. - 09:47 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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Yeah. I say convert the old md2s to md3, and have the... - 20:20 Feature #1200 (Closed): Non-Rectangular Resolutions
- When using big resolutions like 3072x768 (3x1024x768 &
fov @ 148) all sprites are stretched sideways..
1) m... - 15:50 Bug #72: Loading a savegame kicks all clients
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To better summarize:
2 Players are playing Coop.
Server machine (non-dedicated) s... - 10:23 Feature #1199 (Closed): Shaders, Texture Maps + other ver.2 features.
- Support for quake3 style pixel/vertexshaders for both
flats and objects.
Particle's rendered to textures, for eg... - 01:15 Feature #1198 (Rejected): Support for Rise of the Triad
- Rise of the triad would be awesome in Doomsday!!!
I know it's a different engine... pretty much a souped up
Wolf...
2003-06-17
- 18:33 Feature #1197 (Rejected): Scriptable UI
- Doomsday UI widgets should provide bindings for Doomsday Script so that scripts would be able to create and manipulat...
- 18:31 Feature #1182: Titlescreen demo sequences using InFine
- _(originally posted by anonymous SF.net user)_
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I'd like to see some sort of sequence going on with t... - 00:48 Feature #1182: Titlescreen demo sequences using InFine
- _(originally posted by anonymous SF.net user)_
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I was kinda thinking of logo's and things. I doubt an... - 13:49 Feature #1138: Port it to Linux :-)
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"Linux support will most likely be added in version 2.0" skyjake
oh yes,... - 08:06 Feature #1196 (Closed): Transparent for teleporteffect
- That green teleport effect would be transparent like in
doom legacy. nice effects in E2M1 especially.
*Labels:* ... - 07:05 Feature #1192: 3D models for menu/HUD graphics
- _(originally posted by anonymous SF.net user)_
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Someone better start making a 3D Doomguy head. - 02:13 Bug #74 (Closed): Voodoo: Brightness setting messes with desktop
Using:
Win98 P3 1.1Ghz 256 MB ram Voodoo 5500
Problem:
Playing in openGL mode, increasing the brightness i...
2003-06-16
- 19:41 Bug #73 (Closed): jHeretic: "Void" in the floor
In Episode 2 map 1, there seems to be a glitch in an
area of the floor in one of the rooms.
It's one of tho...- 19:34 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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Why don't make pain anims instead, ma... - 19:30 Feature #1142: Cheating in netgames
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This is how things work in 1.7.12: The cvar is
"server-game-cheat". Setti... - 15:52 Feature #1142: Cheating in netgames
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Options for flags:
server-cheats "n"
When enabled, update/allow:
c... - 15:19 Feature #1142: Cheating in netgames
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This would go a long way to support coop gaming. Especially
when we are playing wit... - 19:28 Feature #1141: Third-person view
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great option for demo viewing (moving the camera round the
player you'll looking at ... - 19:23 Feature #1156: Smart Filtering (sprites, other graphics)
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Another algorithm:
http://www.hiend3d.com/smartflt.html - 16:30 Feature #1161: Stealth mode cheat
- _(originally posted by anonymous SF.net user)_
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ah the 'notarget' console command found in the quake ... - 15:49 Feature #1195 (Rejected): Enable keyboard during Demo Playback
- I submitted a request to John Carmack before Quake2
3.20 was issued, this was to support the binding of
Function ... - 15:28 Feature #1194 (New): Viewing other players' cameras ("spy" command)
- (Default F12).
The SPY command does not work as advertised. :)
*Labels:* Gameplay - 15:27 Feature #1193 (Rejected): recorddemo needs clarification
- The client or server can initiate the following 2
commands:
recorddemo test 0
recorddemo test 1
This creates... - 15:23 Bug #72 (Closed): Loading a savegame kicks all clients
- The save-game from the server should contain the 'n'
player id. Somehow, clients, connecting in order
(remember Q... - 12:42 Feature #1191: More than 8 decor lights/texture
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Even with 8 lights things will seriously slow down when
the surface in question get... - 00:11 Feature #1182: Titlescreen demo sequences using InFine
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I don't think supporting mpeg playback would be very
helpful: 1) The number of peop...
2003-06-15
- 23:41 Feature #1182: Titlescreen demo sequences using InFine
- _(originally posted by anonymous SF.net user)_
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>Models used in menus.
It would be nice to be abl... - 14:53 Feature #1182: Titlescreen demo sequences using InFine
- _(originally posted by anonymous SF.net user)_
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That would be great! What's the possibility of using ... - 23:26 Feature #1156: Smart Filtering (sprites, other graphics)
- _(originally posted by anonymous SF.net user)_
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It can be used to enhance raw textures before sending... - 23:22 Feature #1192 (Rejected): 3D models for menu/HUD graphics
- HUD and menu patches could be replaced by 3D
models.
It would require adding a special 2D rendering mode
for 3... - 23:18 Feature #1190: External scripts for mobj behavior
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This is pretty much what I'm planning for version 2.0,
with the exception that the ... - 14:47 Feature #1190 (Progressed): External scripts for mobj behavior
- Making monster AI external would allow for far more
customizability. In Duke Nukem 3D all monster/object AI
was h... - 23:14 Feature #1188: Particle Generator - More funtionality
- The good ideas from this RFE have since been implemented.
- 12:14 Feature #1188 (Closed): Particle Generator - More funtionality
- VisSprites would be of great use. Other improvements
that would be very usefull are:
Particle Size XY - So a par... - 23:12 Feature #1191 (Closed): More than 8 decor lights/texture
- Some light textures has more than 8 light sources. How
about increasing the decor light amount? 128 would be
real... - 23:07 Feature #1187: Force feedback
- _(originally posted by anonymous SF.net user)_
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I've never tried a force feedback mouse or keyboard :... - 00:25 Feature #1187 (Rejected): Force feedback
- You should add force feedback to jdoom. It would make
the game so much better. I think I saw an article on
micr... - 14:55 Feature #1153: Customizable intermissions
- _(originally posted by anonymous SF.net user)_
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Also would it be possible to remove the size restrict... - 14:40 Feature #1180: Gib Generator - For spawning models from a mobj state
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It would be possible to create vissprites out of the
particles. It will absolutely ... - 13:09 Feature #1189 (Rejected): Music restart at respawn should be optional
- a 'restart background music when respawning:
yes/no'-option since it's kinda annoying when the music
restarts when ... - 00:40 Feature #1185: Controls for moving camera up/down
- _(originally posted by anonymous SF.net user)_
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Basically giving the camera's the ability to fly. So ...
2003-06-14
- 22:12 Bug #71 (Closed): Sounds pop with DS8
- Datacide reports: "It seems like the samples have a
lot of popping on my system, especially at the end
of th... - 17:16 Bug #59: Unwanted sound info shown
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The sound-info cvar's type was changed to CVT_INT (from
CVT_BYTE). Perhaps not sign... - 17:14 Bug #67: Missing upper texture
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Ceilingpic was used to replace the missing upper texture,
but if ceilingpic was sky... - 16:57 Bug #69: jHexen: Fire Minotaur Statues stretched
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This was most likely caused by the HUD sprite mode that
was added in 1.7.10. There ... - 02:16 Feature #1184: Cvar/cmd descriptions as helpstrings
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Already implemented.
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
*...
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