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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)_
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Have a bunch: 2xSai, Super Eagle, etc... Good for peo...
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

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
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)_
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I have read the other thread about jDooM crashing whe...
skyjake

2003-06-27

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 "get rid of" 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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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:"ONE THIRD OF T...
e6y

2003-06-24

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
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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) (>= 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) (>= v1.7.10)
Problem:
Incorrect data (and perhaps other) file paths (missing
backslash) (>= v1.7.10), f.e.
"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
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...
e6y
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...
e6y
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
e6y
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
e6y
09:01 Bug #77 (Closed): jHexen: "transparent" 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: "on the seven portal") 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 "quartz flask" )
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 "setmap 2" 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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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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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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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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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: "The
ordinal ...
draconx

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 ...
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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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
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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)_
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Should use md3 skeletal animation.
skyjake
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...
skyjake
20:20 Feature #1200 (Closed): Non-Rectangular Resolutions
When using big resolutions like 3072x768 (3x1024x768 &
fov @ 148) all sprites are stretched sideways..
1) m...
skyjake
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...
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)_
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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)_
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I was kinda thinking of logo's and things. I doubt an...
skyjake
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,...
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)_
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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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