Activity
From 2003-06-15 to 2003-06-28
2003-06-28
- 22:25 Feature #1215 (Closed): State action console commands
- Similar to state action functions, a console command
could be executed when the state becomes active.
*Labels:* C... - 21:54 Feature #1212: jDoom: Extra weapon states
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Resolved using additonal state definitions. - 07:30 Feature #1212 (Closed): jDoom: Extra weapon states
- Dani J666 suggests: "A new state that runs after the
firing state eg to show a weapon cooling down
(chaingun) ... - 21:43 Feature #1214 (Closed): No external textures for PWAD textures
- The default behaviour should be that if a patch in a
texture comes from a PWAD, no external resource is
used. The e... - 19:00 Revision 3e3be7fd (github): Init and shutdown Huff
- 19:00 Revision 243859d0 (github): Use Huffman encoding when sending data
- 18:59 Revision 5d8c5e79 (github): Delta score bonus for large objects, MDFC_CREATE gets smaller bonus
- 18:58 Revision 92e071fc (github): Removed time from ticcmd
- 18:57 Revision 2343191f (github): Ticcmds of all clients are removed when level setup done
- 18:56 Revision 5c19b7b0 (github): Ticcmd time was removed
- 18:48 Revision fd0ad119 (github): Initial checkin, Huffman codes
- 18:48 Revision 7ace4d05 (github): Hidden mobj timeout to 20 seconds
- 18:47 Revision e19913c3 (github): Removed time from client
- 18:47 Revision a8e459ad (github): Added m_huffman.h
- 18:46 Revision e722939a (github): Added heap relation macros
- 18:46 Revision 77f123bb (github): Removed time from ticcmd
- 18:44 Revision 6cac1457 (github): Added huffman files
- 12:39 Feature #1211: CVAR to disable the offseting in A_Lower and A_Raise
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The cvar 'view-bob-weapon-switch-lower' has been added to
jDoom. Default value is 1.... - 09:29 Feature #1213 (New): [MP] Respawn items in co-op and deathmatch
- An option (and cvar) to enable respawning of items in
co-op games. - 08:09 Bug #90 (Closed): Base-relative skin paths in MD2s
- Chilvence reports: "It happened that an older version
of Jdoom was able to accept md2 skin paths relative to
t... - 07:33 Feature #1209: Lava/water whatever effects
- Closing as duplicate.
- 00:11 Bug #89 (Closed): Can't load DooM, although DooM2 loads fine
- I have read the other thread about jDooM crashing when
E2, E3, or E4 are selected. My problem is that I can't
eve... - 00:06 Bug #75: Random Crashes with Ultimate Doom
- _(originally posted by anonymous SF.net user)_
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I have read the other thread about jDooM crashing whe...
2003-06-27
- 23:40 Revision 0689cc18 (github): Added (commented out) debug message
- 23:40 Revision 758478d8 (github): Interpret maxed client Z coord
- 23:39 Revision 148cf870 (github): Write maxed mobj Z coords (include extra flags)
- 23:37 Revision 8916371a (github): Sv_StopSound called only if a logical sound was stopped
- 23:37 Revision 7c341922 (github): Added profilers, hash table for the main rendering lists
- 23:36 Revision fc8db4a0 (github): Floatbob offset affects luminous object Z coord
- 23:36 Revision 14022589 (github): Added some whitespace
- 23:35 Revision 3ff32c36 (github): Set blockingMobj, players slide against mobj sides
- 23:34 Revision e2d26278 (github): Client Z maxed (DDMININT) when on the floor
- 23:33 Revision 86712fa6 (github): Fix sprite texcoords
- 23:32 Revision 6a7e2a5b (github): Added value for weaponOffsetScaleY
- 23:31 Revision 8a818343 (github): Removed client-predict cvar
- 23:31 Revision fec1b3aa (github): Cleanup and fix clientside sector movement
- 23:30 Revision 335d322c (github): Fix stopping of sounds with id=0
- 23:30 Revision b4771cee (github): Player movement while airborne, movement disabled if leveltic < 10
- 23:28 Revision 969e4c3d (github): Change in debug message
- 23:28 Revision 60586423 (github): Allow cheating when _DEBUG
- 23:27 Revision bffd9545 (github): Set correct destinations for polyobj doors
- 23:26 Revision aa0ceb38 (github): Fixed restoring of mobj DDMF flags after loading
- 23:25 Revision 63c90aff (github): Engine handles floatbob
- 23:24 Revision d9a3fce6 (github): Added P_UpdateMobjFlags()
- 23:23 Revision c28bc4c1 (github): Added cvar to disable weapon Y offset in A_Lower/A_Raise (view-bob-weapon-switch-lower)
- 23:22 Revision 0407e6d8 (github): Fixed sprite texcoords, added pspr Y offset scale
- 23:22 Revision 9ff6cef3 (github): Floatbob affects the shadow
- 23:20 Revision 7a365a02 (github): Added profilers
- 23:20 Revision 3e47b8be (github): Protect incoming message queue using a mutex
- 23:19 Revision be5f24f1 (github): Fixed viewmobj hiding during frame rendering
- 23:17 Revision cd1263d2 (github): Default value for view-bob-weapon-switch-lower (true)
- 23:16 Revision 826bd640 (github): Added P_IsPaused(), local players run one tic at a time
- 23:16 Revision d9917a53 (github): Added P_UpdateMobjFlags() (commented out)
- 23:15 Revision 47ddccc5 (github): Tell Doomsday when the game is paused
- 23:15 Revision 98e33a0d (github): Finale2 packet includes condition truth values
- 23:14 Revision 496f8b11 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset (view-bob-weapon-switch-lower)
- 23:14 Revision 71e7c221 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset
- 23:13 Revision 329ff3c7 (github): Added maxed mobj Z coords, fixed initial side deltas, sector height deltas
- 23:12 Revision c10448ae (github): Added maxed mobj Z coords
- 23:12 Revision 4a8938be (github): Sfx_StopLogical returns number of stopped sounds
- 23:10 Revision 520fbb3d (github): Added level tic counter (inc when not paused)
- 23:09 Revision 225db862 (github): Fixed HUD sprite texcoords
- 23:09 Revision 26043264 (github): Weapon offset Y scale, bob offset, fixed HUD sprite texcoords
- 23:07 Revision e0b7779d (github): Removed unnecessary lumtexinfo_t.height2
- 23:07 Revision b5f9fa36 (github): Added blockingMobj
- 23:06 Revision 4a9f7f30 (github): DDMF_GOINGROUND replaced with DDMF_BOB
- 23:06 Revision b4595b7f (github): Unlimited client prediction, maxed mobj Z coords
- 23:05 Revision 52371bc7 (github): Unlimited client prediction
- 23:05 Revision 86aac0b2 (github): Added P_UpdateMobjFlags()
- 23:03 Revision 4da9d318 (github): Finale2 packet includes condition truth values
- 23:02 Revision 562b52b2 (github): Added conditions array, sv tells cl the values
- 23:02 Revision 0d533fa8 (github): Added conditions array
- 23:01 Revision dd324424 (github): More fixes
- 23:01 Revision e0395478 (github): Default bg color is black
- 20:50 Feature #1211 (Closed): CVAR to disable the offseting in A_Lower and A_Raise
- Adding a cvar for this would allow for animation to be
used for weapon lowering/raising.
Also a new state that ... - 19:32 Bug #88 (Closed): Halo clipping vs. polyobjs
- At the moment, halos are not clipped at all by
polyobjs.
Torches 'shine' through doors in Hexen.
*Labels:* G... - 17:01 Feature #1210 (Rejected): Skins support
- Would (well, should) require a sprite version and a model
version. Each model could support multiple skins (duh). I... - 16:40 Feature #1198: Support for Rise of the Triad
- _(originally posted by anonymous SF.net user)_
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comment on dl ????? - 16:35 Feature #1209 (Closed): Lava/water whatever effects
- How about "get rid of" the water textures and other
things and replace them with effects as seen in unrea... - 07:46 Feature #1208 (Rejected): Game extension plugins
- Plugin DLLs that add new game modes, for example CTF. At the
very least, the DLL should contain new thinker functio...
2003-06-26
- 03:11 Feature #1191: More than 8 decor lights/texture
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16 will be the maximum in 1.7.11.
2003-06-25
- 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... - 00:24 Revision 1fd5451b (github): Cleanup
- 00:23 Revision 43ca5d97 (github): psv_frame2 sound flags
- 00:22 Revision c9db0fd5 (github): Delta pools completely rewritten, psv_frame2 delta flags
- 00:22 Revision 137870c3 (github): Moved to a separate file, psv_frame2
- 00:21 Revision 0ecf2aa2 (github): psv_frame2, ack times, BWR
- 00:20 Revision b5d44929 (github): Moved to a separate file
- 00:19 Revision d36d9a45 (github): Moved clientside sound routines to a separate file, psv_frame2
- 00:19 Revision a27aa7df (github): Moved client mobj routines to a separate file
- 00:18 Revision af5f8fc2 (github): Cleanup, added new client mobj flags
- 00:18 Revision ad4eb8fe (github): Send psv_frame2 packets
- 00:17 Revision f95ad573 (github): Added bandwidth ratings (increasing still commented out)
- 00:16 Revision 4698c006 (github): Complete rewrite of delta pools
- 00:15 Revision b8c22824 (github): Generate sound deltas
- 00:14 Revision a657a9f8 (github): Added ack times, simplified ticcmd handling, commented obsolete stuff
- 00:13 Revision 0848b32b (github): Write demo packets without ID numbers (untested)
- 00:13 Revision f96791c6 (github): Cleanup, read psv_frame2 sector/side/poly deltas
- 00:12 Revision 2a9e9480 (github): Read psv_frame2 sound deltas
- 00:12 Revision 4a832d20 (github): Read psv_frame2 player deltas
- 00:11 Revision de3085da (github): Client mobjs in hash, read psv_frame2 mobj deltas
- 00:10 Revision 9ae2780e (github): Receive psv_frame2
- 00:10 Revision 3be6a816 (github): Change in debug messages
- 00:09 Revision 8e44f624 (github): Check for plrmo==NULL
- 00:09 Revision 8f5a48ab (github): Do artifact sounds and torch light for all players
- 00:08 Revision 9806b6ee (github): Play artifact sounds properly
- 00:08 Revision 02d5c3de (github): Fly and floatbob imply NOGRAVITY
- 00:07 Revision ea94bbce (github): Check for NULL minotaur master
- 00:07 Revision cddd0f5d (github): If no players in game, don't look forever
- 00:06 Revision f1fe80fd (github): View is not rendered if plrmo==NULL
- 00:05 Revision 2ae1408a (github): Test for plrmo==NULL
2003-06-24
- 23:13 Revision d34c5f3e (github): Cleanups
- 23:12 Revision 1a8fa799 (github): Use confirmed and ordered packets
- 23:11 Revision a01e13c8 (github): All waiting ticcmds are processed immediately
- 23:10 Revision d43ad3ff (github): Inform Sv about predictably removed mobjs
- 23:09 Revision 95e50b05 (github): Use mobj->translucency
- 23:08 Revision 5dad15d8 (github): Added R_GetSectorNumForDegen()
- 23:08 Revision 57d99ffa (github): Clients become 'not ready' in R_SetupLevel
- 23:07 Revision 053f4a45 (github): Smooth camera movement automatically disabled when FPS < 35
- 23:06 Revision 21365384 (github): P_StepMove has a minimum step length
- 23:05 Revision bef0263c (github): Added PO_GetNumForDegen()
- 23:05 Revision e0c6dd2e (github): Use backsec's ceiling for missing top tex, if frontsec has sky ceiling
- 23:04 Revision c05d8e29 (github): Dedicated uses dummy, added LSM, sample loading via cache, returns values added
- 23:03 Revision eba681b0 (github): Currently playing is not restarted in Mus_Start()
- 23:02 Revision 032f703f (github): Sound cache moved to a separate file
- 23:02 Revision 71370f25 (github): Initial checkin, the Logical Sound Manager
- 23:00 Revision db2c99b0 (github): Handling of psv_frame2, added set history
- 22:58 Revision 17cee9af (github): Initial checkin, moved client frame code to separate file
- 22:57 Revision 7088b6dd (github): Added return values for sound routines
- 22:56 Revision 83ef9b64 (github): Added s_logic.h
- 22:56 Revision aa7c94d3 (github): Added PO_GetNumForDegen()
- 22:55 Revision 37e3e966 (github): Added R_GetSectorNumForDegen()
- 22:55 Revision 38d12766 (github): Added dummy driver
- 22:54 Revision a00873fb (github): Added dummy driver, cache moved to separate file
- 22:54 Revision 0998a881 (github): Sound start routines return true/false
- 22:53 Revision ddd38091 (github): Initial checkin, sound cache
- 22:53 Revision 10cb0417 (github): Initial checkin, the Logical Sound Manager
- 22:52 Revision 7dca1595 (github): Added new net/sound files
- 22:51 Revision 6759769f (github): More fixes
- 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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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
- 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
- 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? - 11:32 Revision 00baddd1 (github): Added -dummy
- 11:23 Revision 9e729d94 (github): Added new cl/sv headers
- 11:23 Revision 9f1631cf (github): Added s_cache.h
- 11:21 Revision 872f7df0 (github): Mobj translucency affects shadow
- 11:20 Revision 3422cf67 (github): Confirmed and Ordered packets done manually
- 11:18 Revision 0f4d8b04 (github): Removed code that was commented out
- 11:17 Revision b16f2fb0 (github): P_UpdateAlpha() is obsolete
- 11:16 Revision 317062c0 (github): Removed alpha
- 11:15 Revision d3ecb756 (github): Use clmobj iterator for spawning particles on clmobjs
- 11:14 Revision 279afa42 (github): P_TryMove with Z coord, P_StepMove added, cleanup
- 11:14 Revision 448e1749 (github): P_TryMove with Z coord, P_StepMove added
- 11:13 Revision 235398fe (github): Macros for detection of mobj linkage
- 11:12 Revision a9b37fcd (github): Cleanup and crash prevention
- 11:11 Revision 5b4caf97 (github): Save mobj translucency
- 11:10 Revision 63487929 (github): P_UpdateAlpha() is obsolete
- 11:10 Revision 60c847d0 (github): Smooth corpse fade translucency
- 11:08 Revision fcf2d37d (github): Added Con_GetCommand()
- 11:07 Revision 195618d6 (github): Added mobj translucency, confirm/ordered packet flags
- 11:06 Revision 86d1edbf (github): HUD sprites use spritelumps
- 11:05 Revision 118ddfeb (github): Initial checkin, dummy driver for dedicated server
- 11:04 Revision 3b31e10e (github): Added Msg_SetOffset()
- 11:03 Revision 1a4424af (github): Validate base path
- 11:02 Revision e668b68b (github): Translate CPHelp.txt path
- 11:02 Revision a6547cc4 (github): Fixed refresh rate selection
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 20:36 Feature #1138: Port it to Linux :-)
- _(originally posted by anonymous SF.net user)_
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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
- 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)_
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
- 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)_
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)_
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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 ...
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