Activity
From 2003-06-12 to 2003-06-25
2003-06-25
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22:19 Bug #84: wm_resize after quit
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Sorry, Doomsday doesn't use SDL. - 
  
07:59 Bug #84: wm_resize after quit
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glboom uses SDL library for rendering like DoomsDay does but it
doesn't have this bug - 
  
15:53 Bug #27: jHexen server doesn't restore maps in hub
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In deathmatch, the maps aren't even supposed to be
restored. - 
  
15:32 Bug #27: jHexen server doesn't restore maps in hub
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Polyobj destAngles were not set when server loaded the
old state of the map from di... - 
  
11:41 Bug #80: jHexen: Trigger doesn't work (old bug)
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no bug
I have looked realization of this script:
printbold(s:"ONE THIRD OF T... 
2003-06-24
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22:21 Bug #87 (Closed): console command kill
 - When it's accidently used in menu and no game is 
running, doomsday freezes and crashes.
*Labels:* User Interface - 
  
22:06 Bug #84: wm_resize after quit
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user_id=717323
I believe this happens because drOpenGL changes the
desktop resolution. When this i... - 
  
12:10 Bug #84 (Closed): wm_resize after quit
 - See screenshots in attach for this post.
before.gif: Far Manager (I run jHeretic from him) before
after.gif: Far ... - 
  
12:10 Bug #84: wm_resize after quit
 - shots
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/206f657c/71a0/attachment/shots.zip
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21:56 Feature #1206 (Closed): Option to mirror HUD model
 - A cvar for mirroring all HUD models horizontally, for 
left/right-handedness.
*Labels:* Graphics - 
  
21:40 Bug #86 (Closed): Unused MD2 models are loaded anyway
 - How to reproduce:
Create a new ded file that overwrites a state that
already has a md2 associated. Eg create a
M... - 
  
21:09 Bug #85 (Closed): Virtual File Hierarchy (pk3) route folders bug
 - Create a pk3 where the virtual contents go into eg 
(c:\doomsday\)MYSTUFF.
Include the pk3 with the -file option.
... - 
  
09:23 Bug #79: vibration on playdemo
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Will almost certainly be fixed by the new netcode in 1.7.11. - 
  
09:18 Bug #83: Incorrect file paths (Dir_MakeAbsolute) (>= v1.7.10)
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This has been fixed for 1.7.11. ddBasePath is now validated
in DD_Main after Dir_Mak... - 
  
09:00 Bug #83 (Closed): Incorrect file paths (Dir_MakeAbsolute) (>= v1.7.10)
 - Problem:
Incorrect data (and perhaps other) file paths (missing
backslash) (>= v1.7.10), f.e.
"R_SetDataP... 
2003-06-23
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22:33 Feature #1205 (Closed): Option: -nomidi
 - Disable Win32 MIDI music, but allow other music interfaces.
*Labels:* Sound - 
  
13:29 Feature #1188: Particle Generator - More funtionality
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Only 24/32 bit TGAs are supported. PCX should work ok? - 
  
09:24 Bug #82 (Closed): jHexen: Automap/inventory during demo playback
 - Pressing TAB(showmap) or "[", "]" (inventory) at playing 
anyone demos.
In result it is display... - 
  
09:20 Bug #81 (Closed): jHexen->Windows->jHexen = buggy
 - 1. Switch from jHexen to Windows (Alt+Esc). 
2. Switch back in jHexen (Alt+TAB)
The game MainMenu blinks.
*Lab... - 
  
09:14 Bug #77: jHexen: "transparent" doors in demo
 - second demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4b2c1e7a/2892/attachment/doors1.cab
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09:12 Bug #77: jHexen: "transparent" doors in demo
 - jHexen demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4b2c1e7a/f019/attachment/doors2.zip
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09:01 Bug #77 (Closed): jHexen: "transparent" doors in demo
 - see demos in attach
*Labels:* jHexen Multiplayer - 
  
09:11 Bug #80 (Closed): jHexen: Trigger doesn't work (old bug)
 - trigger does't work if second part of two-phrase message
(in this case: "on the seven portal") has not ti... - 
  
09:11 Bug #80: jHexen: Trigger doesn't work (old bug)
 
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/80d095cd/a89a/attachment/quick_exit.zip
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09:09 Bug #79 (Closed): vibration on playdemo
 - vibration on playdemo (for example "quartz flask" )
x, y, z coordinates for static object are written in... - 
  
09:09 Bug #79: vibration on playdemo
 - jHexen demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b7e5da1e/ca53/attachment/vibration.zip
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09:05 Bug #78: jHexen: setmap x / -warp x
 - jHexen demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/598c77ba/8521/attachment/setmap.zip
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09:04 Bug #78 (Closed): jHexen: setmap x / -warp x
 - demos in attach show difference between normal change 
level (from first to second) and "setmap 2" from in... - 
  
07:23 Feature #1196: Transparent for teleporteffect
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Add a flag to the appropriate Thing definition and you're
all set! :-) - 
  
07:18 Bug #18: jHexen: Nonexistent mobjs on clientside
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Fixed in 1.7.11, thanks to revised netcode. - 
  
07:16 Feature #1199: Shaders, Texture Maps + other ver.2 features.
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Wow the Tenebrae stuff really is amazing...and its
opensource! Can its code be used ... - 
  
06:50 Bug #76: Error when starting
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Yes, this should be fixed in 1.7.10. 
2003-06-22
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22:30 Bug #75: Random Crashes with Ultimate Doom
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Quote Wrika:
System specifications :
- Windows 2000 service pack 3
- DirectX 9.0... - 
  
04:31 Bug #75: Random Crashes with Ultimate Doom
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I've had this happen with previous versions, but they rarely
occurred, usually out ... - 
  
04:31 Bug #76: Error when starting
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Get 1.7.10 - 
  
03:00 Bug #76 (Closed): Error when starting
 - Ever since I updated my doomsday 1.7.8 to doomsday
1.7.9, I get the same error when starting up: "The
ordinal ... 
2003-06-21
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20:36 Feature #1138: Port it to Linux :-)
 - _(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=803068
I second the Linux port idea, I love ... - 
  
14:43 Feature #1204 (Closed): more complex shadows
 - I think dynamic shadows is asking a bit much, but you 
should still have complex shadows in Doomsday. i.e.
shadow... - 
  
08:33 Feature #1202: [MP] Options for Heretic co-op
 - - **assigned_to**: Daniel Swanson -->  nobody 
 
2003-06-20
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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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Originator: NO
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)_
Logged In: NO
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
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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
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21:28 Feature #1149: MD3 support
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
Should use md3 skeletal animation. - 
  
09:47 Feature #1149: MD3 support
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
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
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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...
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18:31 Feature #1182: Titlescreen demo sequences using InFine
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
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)_
Logged In: NO
I was kinda thinking of logo's and things. I doubt an... - 
  
13:49 Feature #1138: Port it to Linux :-)
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user_id=501315
"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)_
Logged In: NO
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
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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)_
Logged In: NO
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
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23:41 Feature #1182: Titlescreen demo sequences using InFine
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
>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)_
Logged In: NO
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)_
Logged In: NO
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)_
Logged In: NO
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)_
Logged In: NO
Also would it be possible to remove the size restrict... - 
  
14:40 Feature #1180: Gib Generator - For spawning models from a mobj state
 - Logged In: YES 
user_id=717323
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)_
Logged In: NO
Basically giving the camera's the ability to fly. So ... 
2003-06-14
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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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user_id=717323
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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Originator: NO
Already implemented. 
2003-06-13
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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)_
Logged In: NO
I think that Advance Mame Scale2x (and even 4x) would... - 
  
15:04 Bug #18: jHexen: Nonexistent mobjs on clientside
 - Logged In: YES 
user_id=717323
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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user_id=717323
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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user_id=717323
This will be in 1.7.12.
There will be no blending for model skins. 
2003-06-12
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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 
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