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From 2003-06-16 to 2003-06-29

2003-06-29

21:28 Bug #92: Sky rendering shows HOM in window at ground level
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Setting 'rend-sky-full' to one should fix this.
skyjake
20:23 Bug #92: Sky rendering shows HOM in window at ground level
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user_id=763563
note this was a map generated by SLIGE
chrisdragon
20:22 Bug #92 (Closed): Sky rendering shows HOM in window at ground level
http://forums.newdoom.com/UBB/Forum5/HTML/001007.h
tml
See the pics here
*Labels:* Graphics
chrisdragon
21:24 Bug #94 (Closed): Wrong flat textures on clientside
If the client and the server are using (slightly)
different WAD configs, the flat numbers may be
different. The c...
skyjake
21:20 Bug #93 (Closed): Jittery missiles
Sometimes missiles jitter back and forth while
they're flying. This happens because the server is
constantly send...
skyjake
17:10 Bug #91: Iwad not found
Logged In: YES
user_id=717323
I've already fixed this for 1.7.11. Snapshot available
soon.
For more info:
htt...
skyjake
10:49 Bug #91 (Closed): Iwad not found
I have install Doomsday 1.7.10 and when i want to play
at Doom, Ultimate Doom, Doom 2, Final Doom TNT, Final
Doom...
quakerultra

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...
skyjake
21:54 Feature #1212: jDoom: Extra weapon states
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Resolved using additonal state definitions.
danij
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) ...
skyjake
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...
skyjake
19:00 Revision 3e3be7fd (github): Init and shutdown Huff
skyjake
19:00 Revision 243859d0 (github): Use Huffman encoding when sending data
skyjake
18:59 Revision 5d8c5e79 (github): Delta score bonus for large objects, MDFC_CREATE gets smaller bonus
skyjake
18:58 Revision 92e071fc (github): Removed time from ticcmd
skyjake
18:57 Revision 2343191f (github): Ticcmds of all clients are removed when level setup done
skyjake
18:56 Revision 5c19b7b0 (github): Ticcmd time was removed
skyjake
18:48 Revision fd0ad119 (github): Initial checkin, Huffman codes
skyjake
18:48 Revision 7ace4d05 (github): Hidden mobj timeout to 20 seconds
skyjake
18:47 Revision e19913c3 (github): Removed time from client
skyjake
18:47 Revision a8e459ad (github): Added m_huffman.h
skyjake
18:46 Revision e722939a (github): Added heap relation macros
skyjake
18:46 Revision 77f123bb (github): Removed time from ticcmd
skyjake
18:44 Revision 6cac1457 (github): Added huffman files
skyjake
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....
skyjake
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.
skyjake
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...
skyjake
07:33 Feature #1209: Lava/water whatever effects
Closing as duplicate. danij
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...
skyjake
00:06 Bug #75: Random Crashes with Ultimate Doom
_(originally posted by anonymous SF.net user)_
Logged In: NO
I have read the other thread about jDooM crashing whe...
skyjake

2003-06-27

23:40 Revision 0689cc18 (github): Added (commented out) debug message
skyjake
23:40 Revision 758478d8 (github): Interpret maxed client Z coord
skyjake
23:39 Revision 148cf870 (github): Write maxed mobj Z coords (include extra flags)
skyjake
23:37 Revision 8916371a (github): Sv_StopSound called only if a logical sound was stopped
skyjake
23:37 Revision 7c341922 (github): Added profilers, hash table for the main rendering lists
skyjake
23:36 Revision fc8db4a0 (github): Floatbob offset affects luminous object Z coord
skyjake
23:36 Revision 14022589 (github): Added some whitespace
skyjake
23:35 Revision 3ff32c36 (github): Set blockingMobj, players slide against mobj sides
skyjake
23:34 Revision e2d26278 (github): Client Z maxed (DDMININT) when on the floor
skyjake
23:33 Revision 86712fa6 (github): Fix sprite texcoords
skyjake
23:32 Revision 6a7e2a5b (github): Added value for weaponOffsetScaleY
skyjake
23:31 Revision 8a818343 (github): Removed client-predict cvar
skyjake
23:31 Revision fec1b3aa (github): Cleanup and fix clientside sector movement
skyjake
23:30 Revision 335d322c (github): Fix stopping of sounds with id=0
skyjake
23:30 Revision b4771cee (github): Player movement while airborne, movement disabled if leveltic < 10
skyjake
23:28 Revision 969e4c3d (github): Change in debug message
skyjake
23:28 Revision 60586423 (github): Allow cheating when _DEBUG
skyjake
23:27 Revision bffd9545 (github): Set correct destinations for polyobj doors
skyjake
23:26 Revision aa0ceb38 (github): Fixed restoring of mobj DDMF flags after loading
skyjake
23:25 Revision 63c90aff (github): Engine handles floatbob
skyjake
23:24 Revision d9a3fce6 (github): Added P_UpdateMobjFlags()
skyjake
23:23 Revision c28bc4c1 (github): Added cvar to disable weapon Y offset in A_Lower/A_Raise (view-bob-weapon-switch-lower)
skyjake
23:22 Revision 0407e6d8 (github): Fixed sprite texcoords, added pspr Y offset scale
skyjake
23:22 Revision 9ff6cef3 (github): Floatbob affects the shadow
skyjake
23:20 Revision 7a365a02 (github): Added profilers
skyjake
23:20 Revision 3e47b8be (github): Protect incoming message queue using a mutex
skyjake
23:19 Revision be5f24f1 (github): Fixed viewmobj hiding during frame rendering
skyjake
23:17 Revision cd1263d2 (github): Default value for view-bob-weapon-switch-lower (true)
skyjake
23:16 Revision 826bd640 (github): Added P_IsPaused(), local players run one tic at a time
skyjake
23:16 Revision d9917a53 (github): Added P_UpdateMobjFlags() (commented out)
skyjake
23:15 Revision 47ddccc5 (github): Tell Doomsday when the game is paused
skyjake
23:15 Revision 98e33a0d (github): Finale2 packet includes condition truth values
skyjake
23:14 Revision 496f8b11 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset (view-bob-weapon-switch-lower)
skyjake
23:14 Revision 71e7c221 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset
skyjake
23:13 Revision 329ff3c7 (github): Added maxed mobj Z coords, fixed initial side deltas, sector height deltas
skyjake
23:12 Revision c10448ae (github): Added maxed mobj Z coords
skyjake
23:12 Revision 4a8938be (github): Sfx_StopLogical returns number of stopped sounds
skyjake
23:10 Revision 520fbb3d (github): Added level tic counter (inc when not paused)
skyjake
23:09 Revision 225db862 (github): Fixed HUD sprite texcoords
skyjake
23:09 Revision 26043264 (github): Weapon offset Y scale, bob offset, fixed HUD sprite texcoords
skyjake
23:07 Revision e0b7779d (github): Removed unnecessary lumtexinfo_t.height2
skyjake
23:07 Revision b5f9fa36 (github): Added blockingMobj
skyjake
23:06 Revision 4a9f7f30 (github): DDMF_GOINGROUND replaced with DDMF_BOB
skyjake
23:06 Revision b4595b7f (github): Unlimited client prediction, maxed mobj Z coords
skyjake
23:05 Revision 52371bc7 (github): Unlimited client prediction
skyjake
23:05 Revision 86aac0b2 (github): Added P_UpdateMobjFlags()
skyjake
23:03 Revision 4da9d318 (github): Finale2 packet includes condition truth values
skyjake
23:02 Revision 562b52b2 (github): Added conditions array, sv tells cl the values
skyjake
23:02 Revision 0d533fa8 (github): Added conditions array
skyjake
23:01 Revision dd324424 (github): More fixes
skyjake
23:01 Revision e0395478 (github): Default bg color is black
skyjake
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 ...
skyjake
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...
skyjake
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...
skyjake
16:40 Feature #1198: Support for Rise of the Triad
_(originally posted by anonymous SF.net user)_
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comment on dl ?????
skyjake
16:35 Feature #1209 (Closed): Lava/water whatever effects
How about &quot;get rid of&quot; the water textures and other
things and replace them with effects as seen in unrea...
skyjake
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...
skyjake

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.
skyjake

2003-06-25

22:19 Bug #84: wm_resize after quit
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Sorry, Doomsday doesn't use SDL.
skyjake
07:59 Bug #84: wm_resize after quit
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user_id=412504
glboom uses SDL library for rendering like DoomsDay does but it
doesn't have this bug
e6y
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.
skyjake
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...
skyjake
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:&quot;ONE THIRD OF T...
e6y
00:24 Revision 1fd5451b (github): Cleanup
skyjake
00:23 Revision 43ca5d97 (github): psv_frame2 sound flags
skyjake
00:22 Revision c9db0fd5 (github): Delta pools completely rewritten, psv_frame2 delta flags
skyjake
00:22 Revision 137870c3 (github): Moved to a separate file, psv_frame2
skyjake
00:21 Revision 0ecf2aa2 (github): psv_frame2, ack times, BWR
skyjake
00:20 Revision b5d44929 (github): Moved to a separate file
skyjake
00:19 Revision d36d9a45 (github): Moved clientside sound routines to a separate file, psv_frame2
skyjake
00:19 Revision a27aa7df (github): Moved client mobj routines to a separate file
skyjake
00:18 Revision af5f8fc2 (github): Cleanup, added new client mobj flags
skyjake
00:18 Revision ad4eb8fe (github): Send psv_frame2 packets
skyjake
00:17 Revision f95ad573 (github): Added bandwidth ratings (increasing still commented out)
skyjake
00:16 Revision 4698c006 (github): Complete rewrite of delta pools
skyjake
00:15 Revision b8c22824 (github): Generate sound deltas
skyjake
00:14 Revision a657a9f8 (github): Added ack times, simplified ticcmd handling, commented obsolete stuff
skyjake
00:13 Revision 0848b32b (github): Write demo packets without ID numbers (untested)
skyjake
00:13 Revision f96791c6 (github): Cleanup, read psv_frame2 sector/side/poly deltas
skyjake
00:12 Revision 2a9e9480 (github): Read psv_frame2 sound deltas
skyjake
00:12 Revision 4a832d20 (github): Read psv_frame2 player deltas
skyjake
00:11 Revision de3085da (github): Client mobjs in hash, read psv_frame2 mobj deltas
skyjake
00:10 Revision 9ae2780e (github): Receive psv_frame2
skyjake
00:10 Revision 3be6a816 (github): Change in debug messages
skyjake
00:09 Revision 8e44f624 (github): Check for plrmo==NULL
skyjake
00:09 Revision 8f5a48ab (github): Do artifact sounds and torch light for all players
skyjake
00:08 Revision 9806b6ee (github): Play artifact sounds properly
skyjake
00:08 Revision 02d5c3de (github): Fly and floatbob imply NOGRAVITY
skyjake
00:07 Revision ea94bbce (github): Check for NULL minotaur master
skyjake
00:07 Revision cddd0f5d (github): If no players in game, don't look forever
skyjake
00:06 Revision f1fe80fd (github): View is not rendered if plrmo==NULL
skyjake
00:05 Revision 2ae1408a (github): Test for plrmo==NULL
skyjake

2003-06-24

23:13 Revision d34c5f3e (github): Cleanups
skyjake
23:12 Revision 1a8fa799 (github): Use confirmed and ordered packets
skyjake
23:11 Revision a01e13c8 (github): All waiting ticcmds are processed immediately
skyjake
23:10 Revision d43ad3ff (github): Inform Sv about predictably removed mobjs
skyjake
23:09 Revision 95e50b05 (github): Use mobj->translucency
skyjake
23:08 Revision 5dad15d8 (github): Added R_GetSectorNumForDegen()
skyjake
23:08 Revision 57d99ffa (github): Clients become 'not ready' in R_SetupLevel
skyjake
23:07 Revision 053f4a45 (github): Smooth camera movement automatically disabled when FPS < 35
skyjake
23:06 Revision 21365384 (github): P_StepMove has a minimum step length
skyjake
23:05 Revision bef0263c (github): Added PO_GetNumForDegen()
skyjake
23:05 Revision e0c6dd2e (github): Use backsec's ceiling for missing top tex, if frontsec has sky ceiling
skyjake
23:04 Revision c05d8e29 (github): Dedicated uses dummy, added LSM, sample loading via cache, returns values added
skyjake
23:03 Revision eba681b0 (github): Currently playing is not restarted in Mus_Start()
skyjake
23:02 Revision 032f703f (github): Sound cache moved to a separate file
skyjake
23:02 Revision 71370f25 (github): Initial checkin, the Logical Sound Manager
skyjake
23:00 Revision db2c99b0 (github): Handling of psv_frame2, added set history
skyjake
22:58 Revision 17cee9af (github): Initial checkin, moved client frame code to separate file
skyjake
22:57 Revision 7088b6dd (github): Added return values for sound routines
skyjake
22:56 Revision 83ef9b64 (github): Added s_logic.h
skyjake
22:56 Revision aa7c94d3 (github): Added PO_GetNumForDegen()
skyjake
22:55 Revision 37e3e966 (github): Added R_GetSectorNumForDegen()
skyjake
22:55 Revision 38d12766 (github): Added dummy driver
skyjake
22:54 Revision a00873fb (github): Added dummy driver, cache moved to separate file
skyjake
22:54 Revision 0998a881 (github): Sound start routines return true/false
skyjake
22:53 Revision ddd38091 (github): Initial checkin, sound cache
skyjake
22:53 Revision 10cb0417 (github): Initial checkin, the Logical Sound Manager
skyjake
22:52 Revision 7dca1595 (github): Added new net/sound files
skyjake
22:51 Revision 6759769f (github): More fixes
skyjake
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
skyjake
22:06 Bug #84: wm_resize after quit
Logged In: YES
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I believe this happens because drOpenGL changes the
desktop resolution. When this i...
skyjake
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 ...
e6y
12:10 Bug #84: wm_resize after quit
shots
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/206f657c/71a0/attachment/shots.zip
e6y
21:56 Feature #1206 (Closed): Option to mirror HUD model
A cvar for mirroring all HUD models horizontally, for
left/right-handedness.
*Labels:* Graphics
skyjake
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...
skyjake
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.
...
skyjake
09:23 Bug #79: vibration on playdemo
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Will almost certainly be fixed by the new netcode in 1.7.11.
skyjake
09:18 Bug #83: Incorrect file paths (Dir_MakeAbsolute) (&gt;= 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...
skyjake
09:00 Bug #83 (Closed): Incorrect file paths (Dir_MakeAbsolute) (&gt;= v1.7.10)
Problem:
Incorrect data (and perhaps other) file paths (missing
backslash) (&gt;= v1.7.10), f.e.
&quot;R_SetDataP...
tictic

2003-06-23

22:33 Feature #1205 (Closed): Option: -nomidi
Disable Win32 MIDI music, but allow other music interfaces.
*Labels:* Sound
skyjake
13:29 Feature #1188: Particle Generator - More funtionality
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Only 24/32 bit TGAs are supported. PCX should work ok?
skyjake
11:32 Revision 00baddd1 (github): Added -dummy
skyjake
11:23 Revision 9e729d94 (github): Added new cl/sv headers
skyjake
11:23 Revision 9f1631cf (github): Added s_cache.h
skyjake
11:21 Revision 872f7df0 (github): Mobj translucency affects shadow
skyjake
11:20 Revision 3422cf67 (github): Confirmed and Ordered packets done manually
skyjake
11:18 Revision 0f4d8b04 (github): Removed code that was commented out
skyjake
11:17 Revision b16f2fb0 (github): P_UpdateAlpha() is obsolete
skyjake
11:16 Revision 317062c0 (github): Removed alpha
skyjake
11:15 Revision d3ecb756 (github): Use clmobj iterator for spawning particles on clmobjs
skyjake
11:14 Revision 279afa42 (github): P_TryMove with Z coord, P_StepMove added, cleanup
skyjake
11:14 Revision 448e1749 (github): P_TryMove with Z coord, P_StepMove added
skyjake
11:13 Revision 235398fe (github): Macros for detection of mobj linkage
skyjake
11:12 Revision a9b37fcd (github): Cleanup and crash prevention
skyjake
11:11 Revision 5b4caf97 (github): Save mobj translucency
skyjake
11:10 Revision 63487929 (github): P_UpdateAlpha() is obsolete
skyjake
11:10 Revision 60c847d0 (github): Smooth corpse fade translucency
skyjake
11:08 Revision fcf2d37d (github): Added Con_GetCommand()
skyjake
11:07 Revision 195618d6 (github): Added mobj translucency, confirm/ordered packet flags
skyjake
11:06 Revision 86d1edbf (github): HUD sprites use spritelumps
skyjake
11:05 Revision 118ddfeb (github): Initial checkin, dummy driver for dedicated server
skyjake
11:04 Revision 3b31e10e (github): Added Msg_SetOffset()
skyjake
11:03 Revision 1a4424af (github): Validate base path
skyjake
11:02 Revision e668b68b (github): Translate CPHelp.txt path
skyjake
11:02 Revision a6547cc4 (github): Fixed refresh rate selection
skyjake
09:24 Bug #82 (Closed): jHexen: Automap/inventory during demo playback
Pressing TAB(showmap) or &quot;[&quot;, &quot;]&quot; (inventory) at playing
anyone demos.
In result it is display...
e6y
09:20 Bug #81 (Closed): jHexen-&gt;Windows-&gt;jHexen = buggy
1. Switch from jHexen to Windows (Alt+Esc).
2. Switch back in jHexen (Alt+TAB)
The game MainMenu blinks.
*Lab...
e6y
09:14 Bug #77: jHexen: &quot;transparent&quot; doors in demo
second demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4b2c1e7a/2892/attachment/doors1.cab
e6y
09:12 Bug #77: jHexen: &quot;transparent&quot; doors in demo
jHexen demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4b2c1e7a/f019/attachment/doors2.zip
e6y
09:01 Bug #77 (Closed): jHexen: &quot;transparent&quot; doors in demo
see demos in attach
*Labels:* jHexen Multiplayer
e6y
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: &quot;on the seven portal&quot;) has not ti...
e6y
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
e6y
09:09 Bug #79 (Closed): vibration on playdemo
vibration on playdemo (for example &quot;quartz flask&quot; )
x, y, z coordinates for static object are written in...
e6y
09:09 Bug #79: vibration on playdemo
jHexen demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b7e5da1e/ca53/attachment/vibration.zip
e6y
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
e6y
09:04 Bug #78 (Closed): jHexen: setmap x / -warp x
demos in attach show difference between normal change
level (from first to second) and &quot;setmap 2&quot; from in...
e6y
07:23 Feature #1196: Transparent for teleporteffect
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Add a flag to the appropriate Thing definition and you're
all set! :-)
skyjake
07:18 Bug #18: jHexen: Nonexistent mobjs on clientside
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user_id=717323
Fixed in 1.7.11, thanks to revised netcode.
skyjake
07:16 Feature #1199: Shaders, Texture Maps + other ver.2 features.
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user_id=816824
Wow the Tenebrae stuff really is amazing...and its
opensource! Can its code be used ...
badrad
06:50 Bug #76: Error when starting
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Yes, this should be fixed in 1.7.10.
skyjake

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...
skyjake
04:31 Bug #75: Random Crashes with Ultimate Doom
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user_id=763563
I've had this happen with previous versions, but they rarely
occurred, usually out ...
chrisdragon
04:31 Bug #76: Error when starting
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user_id=763563
Get 1.7.10
chrisdragon
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: &quot;The
ordinal ...
draconx

2003-06-21

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 ...
skyjake
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...
skyjake
08:33 Feature #1202: [MP] Options for Heretic co-op
- **assigned_to**: Daniel Swanson --> nobody
danij

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....
skyjake
18:56 Feature #1200: Non-Rectangular Resolutions
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Originator: NO
Already implemented.
danij
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...
jerarckill
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...
skyjake
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...
skyjake

2003-06-19

22:08 Feature #1187: Force feedback
Logged In: YES
user_id=717323
I agree. Force for the mouse might be funny, but I don't
have a mouse with force fe...
skyjake
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:* ...
skyjake

2003-06-18

21:28 Feature #1149: MD3 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
Should use md3 skeletal animation.
skyjake
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...
skyjake
20:20 Feature #1200 (Closed): Non-Rectangular Resolutions
When using big resolutions like 3072x768 (3x1024x768 &amp;
fov @ 148) all sprites are stretched sideways..
1) m...
skyjake
15:50 Bug #72: Loading a savegame kicks all clients
Logged In: YES
user_id=616016
To better summarize:
2 Players are playing Coop.
Server machine (non-dedicated) s...
tolwyn
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...
skyjake
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...
skyjake

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... skyjake
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...
skyjake
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...
skyjake
13:49 Feature #1138: Port it to Linux :-)
Logged In: YES
user_id=501315
&quot;Linux support will most likely be added in version 2.0&quot; skyjake
oh yes,...
noctrun
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:* ...
skyjake
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.
skyjake
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...
skyjake

2003-06-16

19:41 Bug #73 (Closed): jHeretic: &quot;Void&quot; 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...
skyjake
19:34 Feature #1149: MD3 support
_(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=794600
Why don't make pain anims instead, ma...
skyjake
19:30 Feature #1142: Cheating in netgames
Logged In: YES
user_id=717323
This is how things work in 1.7.12: The cvar is
&quot;server-game-cheat&quot;. Setti...
skyjake
15:52 Feature #1142: Cheating in netgames
Logged In: YES
user_id=616016
Options for flags:
server-cheats &quot;n&quot;
When enabled, update/allow:
c...
tolwyn
15:19 Feature #1142: Cheating in netgames
Logged In: YES
user_id=616016
This would go a long way to support coop gaming. Especially
when we are playing wit...
tolwyn
19:28 Feature #1141: Third-person view
Logged In: YES
user_id=501315
great option for demo viewing (moving the camera round the
player you'll looking at ...
noctrun
19:23 Feature #1156: Smart Filtering (sprites, other graphics)
Logged In: YES
user_id=717323
Another algorithm:
http://www.hiend3d.com/smartflt.html
skyjake
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 ...
skyjake
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 ...
tolwyn
15:28 Feature #1194 (New): Viewing other players' cameras ("spy" command)
(Default F12).
The SPY command does not work as advertised. :)
*Labels:* Gameplay
tolwyn
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...
tolwyn
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...
tolwyn
12:42 Feature #1191: More than 8 decor lights/texture
Logged In: YES
user_id=717323
Even with 8 lights things will seriously slow down when
the surface in question get...
skyjake
00:11 Feature #1182: Titlescreen demo sequences using InFine
Logged In: YES
user_id=717323
I don't think supporting mpeg playback would be very
helpful: 1) The number of peop...
skyjake
 

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