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From 2003-06-17 to 2003-06-30

2003-06-30

21:25 Bug #65: Shiny skins on HUD Models
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Making this a bug.
skyjake
21:23 Feature #1216: Using alternative resources alongside the originals
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It's certainly a pretty nifty idea, but the graphics won't
work with some monsters:
...
dark_pulse
10:23 Feature #1216 (Rejected): Using alternative resources alongside the originals
I would like to see an option to be able to use another
sound or graphics pack (eg. the psx or Doom 64 sound
effect...
bluelegs
20:44 Bug #87: console command kill
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Fixed for 1.7.11.
skyjake
20:29 Bug #78: jHexen: setmap x / -warp x
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This should be fixed in 1.7.11.
NOTE: Don't use "setmap". In singleplaye...
skyjake
20:20 Bug #96: jHexen: Gargoyle stretched out?
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I believe this is fixed in the latest snapshot.
skyjake
19:22 Bug #96: jHexen: Gargoyle stretched out?
_(originally posted by anonymous SF.net user)_
Screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_disc...
skyjake
19:22 Bug #96 (Closed): jHexen: Gargoyle stretched out?
The gargoyle with fire which you can see in the ingame
menu on the left and the right is stretched out when:
1.Sta...
skyjake
20:18 Bug #95: Relative md2 skin paths no longer work
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Duplicate of bug 762295, which was recently fixed (not in
snapshot yet).
skyjake
17:35 Bug #95 (Closed): Relative md2 skin paths no longer work
An older version of Jdoom was able to accept md2 skin
paths relative to the doomsday base folder, much like
quake...
skyjake
20:12 Feature #1217 (New): Controls for all supported games adjusted at the same time
It's really annoying to change the controls for every
game (hexen, heretic, doom)
It should be possible to adjus...
droyd
19:50 Feature #1146: Ducking
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The player will need extra animations for it (crouch,
crouchwalk, crouch shoot, cro...
chrisdragon
19:34 Feature #1156: Smart Filtering (sprites, other graphics)
_(originally posted by anonymous SF.net user)_
Logged In: NO
Have a bunch: 2xSai, Super Eagle, etc... Good for peo...
skyjake
19:07 Revision 627c9fc1 (github): Model files also searched from the base path
skyjake
17:07 Bug #77: jHexen: "transparent" doors in demo
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This should be fixed in 1.7.11 (server didn't send enough
info to client). There is...
skyjake
17:06 Bug #77: jHexen: "transparent" doors in demo
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This should be fixed in 1.7.11 (server didn't send enough
info to client). There is...
skyjake
16:31 Bug #85: Virtual File Hierarchy (pk3) route folders bug
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I tried this in the 1.7.11/net snapshot, but there seemed
to be no problems. What d...
skyjake
03:22 Revision 365b36a3 (github): Fixmom, resend ack, reset player mobj when player changes mobj
skyjake
03:20 Revision e10c1d58 (github): Dynamical BWR adjustment, pcl_acks
skyjake
03:19 Revision 8e6af2af (github): Delta resending, don't generate anything if not netgame/recording
skyjake
03:18 Revision 28c1af6b (github): Caching failure is a verbose error message
skyjake
03:17 Revision 8259116f (github): Disable profiling
skyjake
03:17 Revision b757894f (github): Player number safety check
skyjake
03:17 Revision 8f7adcb1 (github): Ack threshold multiplier to 4
skyjake
03:16 Revision a5261fd1 (github): Use XOR in M_Random instead of +
skyjake
03:15 Revision c57d5abc (github): Added ccmd 'huffman'
skyjake
03:14 Revision 34ae4160 (github): Delta skipping
skyjake
03:14 Revision 51415288 (github): handshake_received was not properly reset
skyjake
03:13 Revision 197024ef (github): Resent delta history, delta skipping
skyjake
03:13 Revision 24037b10 (github): Use fixmom
skyjake
03:11 Revision 4a8e0656 (github): Fixmom on damage
skyjake
03:10 Revision 97ed28d7 (github): Cleanup
skyjake
03:10 Revision fd736245 (github): Use fixmom, set MF2_FLY
skyjake
03:07 Revision 86e26be7 (github): Fix button deact sound origin
skyjake
03:07 Revision 08c49eef (github): Use fixmom, Doomsday handles floatbob
skyjake
03:05 Revision db8909e3 (github): Set DDMF_FLY, DDMF_NOGRAVITY, DDMF_BOB
skyjake
03:04 Revision 20d4125b (github): Fixed button deact sound
skyjake
03:03 Revision 7c1deb66 (github): Only fixmom on damage
skyjake
03:03 Revision ee46a0de (github): Set DDMF_NOGRAVITY when needed
skyjake
03:02 Revision a54591ed (github): RANDOM_PACKET_LOSS, proper N_SMSReset, Huffman stats, -huffavg
skyjake
03:00 Revision 2d8026e3 (github): Default bgcolor must be white, nothing is drawn until 1st cmd executed
skyjake
02:59 Revision c1bfe2b4 (github): Added cl_player.h
skyjake
02:59 Revision fb4c6708 (github): Added CCmdHuffmanStats
skyjake
02:59 Revision cbe1c5f9 (github): Delta resending
skyjake
02:58 Revision 48fca3fe (github): Increased default BWR and ACK
skyjake
02:57 Revision 20c951f6 (github): Added DDPF_FIXMOM, version 1.7.11/net
skyjake
02:57 Revision 891fc387 (github): Added delta skipping
skyjake
02:56 Revision 95128f8e (github): Moved player stuff to this file
skyjake
02:55 Revision 42efc1e8 (github): Moved player stuff to different file
skyjake
02:52 Revision 0c071183 (github): Gah, default bg color must be white
skyjake
02:52 Revision 860f6bc2 (github): More fixes, for Net Test #1
skyjake

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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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
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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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user_id=412504
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
user_id=717323
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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user_id=717323
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
Logged In: YES
user_id=717323
Add a flag to the appropriate Thing definition and you're
all set! :-)
skyjake
07:18 Bug #18: jHexen: Nonexistent mobjs on clientside
Logged In: YES
user_id=717323
Fixed in 1.7.11, thanks to revised netcode.
skyjake
07:16 Feature #1199: Shaders, Texture Maps + other ver.2 features.
Logged In: YES
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
Logged In: YES
user_id=717323
Yes, this should be fixed in 1.7.10.
skyjake

2003-06-22

22:30 Bug #75: Random Crashes with Ultimate Doom
Logged In: YES
user_id=717323
Quote Wrika:
System specifications :
- Windows 2000 service pack 3
- DirectX 9.0...
skyjake
04:31 Bug #75: Random Crashes with Ultimate Doom
Logged In: YES
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
Logged In: YES
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
Logged In: YES
user_id=849456
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
 

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