Activity
From 2003-06-21 to 2003-07-04
2003-07-04
- 
  21:22 Feature #1142: Cheating in netgames 
- Logged In: YES 
 user_id=616016
 I used the term "cheating" loosely, and this mostly applies to
 COOP games...
- 
  16:06 Feature #1224: Cvar to disable model spinning 
- Logged In: YES 
 user_id=717323
 It will be "rend-model-spin-speed" (a float factor). 0=no
 spin.
- 
  14:13 Revision 2d3d4b34 (github): Don't allow floatbob to go through floor, allow playerstart arg >4 
- 
  14:12 Revision ce98c590 (github): Fixed view border flicker, again 
- 
  14:12 Revision 217b2600 (github): Frozen for 1.7.11 
- 
  12:53 Bug #96: jHexen: Gargoyle stretched out? 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Ok, It's fixed...I must have downloaded a less recent...
- 
  00:23 Revision 734c6050 (github): D_Get/H_GetString/H2_GetString => G_Get 
- 
  00:22 Revision 1a22dafc (github): Removed the savepath cvar 
- 
  00:22 Revision 3b935622 (github): Fixed occlusion bug when eye Z == plane Z 
- 
  00:21 Revision abc9d25b (github): SavePath no longer a pointer 
- 
  00:20 Revision 761bf194 (github): Includes max number of light decors to 16 
- 
  00:20 Revision 4af6dc65 (github): Changed version to 1.7.11 
2003-07-03
- 
  23:52 Revision e117abb5 (github): Fixed clientside wind 
- 
  23:51 Revision 67ba8f54 (github): Subtract 4 ("gNd2") from GL verts lump length 
- 
  23:51 Revision 29b081b4 (github): Subtract 4 ("gNd2") from GL verts lump length, cleanup 
- 
  23:49 Revision 4aa129a6 (github): Use game mode in savegame dir, Sv_HxInit added 
- 
  23:49 Revision da121878 (github): Use game mode in savegame dir 
- 
  23:47 Revision 5f43405d (github): Fixes and changes 
- 
  20:39 Bug #72: Loading a savegame kicks all clients 
- Logged In: YES 
 user_id=717323
 I have now tested savegames in 1.7.11/net2 and things
 seem to be working. Could it ...
- 
  20:35 Bug #54: PWAD savegame crash 
- Logged In: YES 
 user_id=717323
 As far as IWADs are concerned, this is no longer a
 problem. Starting with 1.7.11, e...
- 
  18:58 Feature #1163: Blended/faded texture animation 
- Logged In: YES 
 user_id=717323
 If the animation sequences would be defined using DED
 files, this would be easier t...
- 
  15:56 Bug #101 (Closed): jHeretic: No wind on clientside 
- For example in E1M1, the client is not feeling the 
 wind in the large water area.
 *Labels:* jHeretic Multiplayer
- 
  15:54 Bug #100: Doom2 level 29 floor hole bug 
- Logged In: YES 
 user_id=717323
 This is glBSP's, not Doomsday's, fault. Solution here:
 http://sourceforge.net/trac...
- 
  13:45 Bug #100: Doom2 level 29 floor hole bug 
- _(originally posted by anonymous SF.net user)_
 Level29 hole bug screenshot
 *Attachments:*
 * http://sourceforge.net/...
- 
  13:45 Bug #100 (Closed): Doom2 level 29 floor hole bug 
- Doom2 level 29: If you walk up the long stairs (just 
 before you encounter cyberdemon) , player falls in the
 invis...
- 
  15:32 Feature #1191: More than 8 decor lights/texture 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Thanks, if the lights are small and the flares/halos ...
- 
  15:29 Feature #1219: Configurable missile spawn points 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Good point. It would have to be an option in that cas...
- 
  15:26 Feature #1220: Cutscenes 
- Logged In: YES 
 user_id=717323
 Plans for the scripting in Doomsday 2.0 include this kind
 of stuff.
- 
  04:13 Feature #1220 (Rejected): Cutscenes 
- Cutscenes that can be played before, during, and after 
 levels. Nothing overly elaborate. Using the engine to
 gene...
- 
  15:24 Feature #1222: 5.1 Digital sound 
- Logged In: YES 
 user_id=717323
 If somebody has the needed hardware and wants to code
 the support, I'm more than ha...
- 
  04:22 Feature #1222 (Closed): 5.1 Digital sound 
- Dolby Digital or DTS 5.1 surround sound support, as well 
 as support for 5.1 music tracks. Hard to implement
 (espe...
- 
  15:19 Feature #1201: Dynamic shadows 
- Logged In: YES 
 user_id=899538
 There is so much Fireballs???
 
- 
  12:24 Bug #73: jHeretic: "Void" in the floor 
- Logged In: YES 
 user_id=717323
 It appears the reason for the holes-in-the-floor bug (e.g.
 Heretic E2M1) is glBSP v...
- 
  10:02 Feature #1225 (Closed): Tenebrae style blood 
- If youve seen tenebrae, or the early build of....that.. 
 game... , youve noticed how beatifully dark and grisly
 th...
- 
  10:01 Bug #99: Doomsday: Forward + Forward = Use 
- Logged In: YES 
 user_id=717323
 This is not a bug. Set cvar "ctl-use-dclick" to zero to
 disable it.
- 
  08:42 Bug #99 (Closed): Doomsday: Forward + Forward = Use 
- Doomsday: Forward + Forward = Use
 Double pressing of Forward will cause the
 player to use.
 *Labels:* Gameplay
- 
  09:39 Feature #1224 (Closed): Cvar to disable model spinning 
- Add a cvar to disable the model "df_spin" flag. Maybe
 "rend-model-spin-disable", or just "r...
- 
  07:59 Feature #1188: Particle Generator - More funtionality 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 If I use a 256 color pcx image as a particle, it isn'...
- 
  02:44 Feature #1188: Particle Generator - More funtionality 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 The ability to rotate a particle would be usefull.
 ...
- 
  04:30 Feature #1197: Scriptable UI 
- Logged In: YES 
 user_id=717323
 I think all the menus should be set up using console
 commands, read from e.g. Menus....
- 
  04:25 Feature #1223 (Closed): 16:9 widescreen mode 
- Problably hard to implement. Through DVI??? or 
 composite connections. New HUD would be required for
 widescreen. J...
- 
  04:20 Feature #1149: MD3 support 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 the md3 format does not support skelletal animation, ...
- 
  04:16 Feature #1221 (Rejected): Movies playing on world surfaces (monitors, etc.) 
- Longer, movies that could be viewed off of textures like 
 monitors or whatever in game. Small, compressed format
 w...
- 
  01:32 Revision 5e782c74 (github): Added pcl_commands 
- 
  01:31 Revision f0e4cf3a (github): Version changed to 1.7.11/net2, player events for ticcmd packing 
- 
  01:31 Revision 0450c272 (github): Added Con_IsValidCommand 
- 
  01:30 Revision b52caeb3 (github): Cleanup 
- 
  01:30 Revision 5c7d7bb6 (github): Reject clients with dupe IDs, game unpacks ticcmd packet 
- 
  01:29 Revision 5a8d18c0 (github): Cosmetic change 
- 
  01:28 Revision c28b2e27 (github): Fixed map init command execution 
- 
  01:28 Revision 77025f72 (github): Don't spawn particles if clmobj is hidden or unpredictable 
- 
  01:27 Revision d2626894 (github): Timings fixed in Net_Update, game packs ticcmds 
- 
  01:27 Revision 4829a801 (github): Added -huffcodes option: print the Huffman codes 
- 
  01:26 Revision 9bd38142 (github): Added -pwadtex 
- 
  01:26 Revision 653966f9 (github): Added braces, blinking cursor 
- 
  01:25 Revision 2db35ad4 (github): Fixed Speed+UseArti = Jump bug 
- 
  01:25 Revision a2117fdd (github): Packing/unpacking ticcmds 
- 
  01:23 Revision 4d6d5964 (github): Fixes and changes for Net Test #2 
- 
  01:23 Revision 7766af6a (github): Added -pwadtex, section for Textures 
2003-07-02
- 
  23:08 Feature #1188: Particle Generator - More funtionality 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Yeah pcx works great, I'll use that. Just through usi...
- 
  23:05 Feature #1219: Configurable missile spawn points 
- Logged In: YES 
 user_id=717323
 This shouldn't be too difficult to implement.
 The Thing definition already has fou...
- 
  15:54 Feature #1219 (Rejected): Configurable missile spawn points 
- When using models,  and a monster shoots a missile it is 
 spawned from the center of the object. This looks fairly
 ...
- 
  20:14 Bug #73: jHeretic: "Void" in the floor 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 I've had the same problem. However it only seems to o...
- 
  17:03 Bug #73: jHeretic: "Void" in the floor 
- Logged In: YES 
 user_id=717323
 Aha! Now I see it. Two possibilities:
 - glBSP v2.0 produces incorrect data
 - jHer...
- 
  16:54 Bug #73: jHeretic: "Void" in the floor 
- Logged In: YES 
 user_id=717323
 Unfortunately this never happens for me. And since we're
 using the exact same Heret...
- 
  18:11 Feature #1217: Controls for all supported games adjusted at the same time 
- Logged In: YES 
 user_id=717323
 There will be no 'common' controls for all the games at
 this time. Perhaps later, w...
- 
  17:32 Bug #47: jDoom: Bullet puffs in face 
- Logged In: YES 
 user_id=717323
 Annoying, but hardly critical...
- 
  17:31 Bug #51: Sky rendering glitch 
- Logged In: YES 
 user_id=717323
 Might be a bug with skyfix calculations/rendering.
- 
  17:30 Bug #54: PWAD savegame crash 
- Logged In: YES 
 user_id=717323
 Each game mode should use its own subdir under
 Run\Game\Savegame. Then there would ...
- 
  16:52 Bug #74: Voodoo: Brightness setting messes with desktop 
- Logged In: YES 
 user_id=717323
 I have no way to reproduce this bug. Doomsday does
 restore the original color adjus...
- 
  16:45 Bug #89: Can't load DooM, although DooM2 loads fine 
- Logged In: YES 
 user_id=717323
 This doesn't appear to be a problem with Doomsday as
 such. You could always try the...
- 
  16:37 Bug #96: jHexen: Gargoyle stretched out? 
- Logged In: YES 
 user_id=717323
 Try this:
 - Install 1.7.10 into a temp directory.
 - Apply the latest snapshot.
 - D...
- 
  12:12 Feature #1214: No external textures for PWAD textures 
- _(originally posted by anonymous SF.net user)_
 Logged In: YES
 user_id=814108
 One example for why this can be helpf...
- 
  08:50 Feature #1214: No external textures for PWAD textures 
- Logged In: YES 
 user_id=717323
 Make that "-pwadtex".
- 
  08:18 Bug #85: Virtual File Hierarchy (pk3) route folders bug 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Heh, I think quake 3 had this bug at one point :)
- 
  03:05 Revision 3f4796f0 (github): Added Dir_IsEqual() 
- 
  03:04 Revision 77b64ec8 (github): Read included DEDs immediately, ignore 'prefix' keys in header 
- 
  03:04 Revision 72e1d8af (github): Commented out Include handling 
- 
  03:03 Revision a2f85e93 (github): Default keyrepeat wait is now 3 tics 
- 
  03:03 Revision 32eb5ba1 (github): Read included DEDs immediately 
- 
  03:02 Revision ff589c57 (github): Added 'if' and 'toggle', editable command line (left, right), block cursor 
- 
  03:01 Revision acbae98b (github): Less whitespace 
- 
  03:00 Revision 9d360d7d (github): Added DED_ReadProcessDED 
- 
  02:59 Revision 9b6d2ba4 (github): More cmdline space 
- 
  02:59 Revision 8cc0e19b (github): Removed obsolete DED_Add/RemoveInclude 
- 
  02:58 Revision fda1ec44 (github): Static weapon switching (value, weaponinfo) 
- 
  02:57 Revision 4727a801 (github): Fixes and minor changes 
2003-07-01
- 
  22:39 Bug #37: Fog isn't saved into savegames 
- Logged In: YES 
 user_id=717323
 This will be fixed in 1.8.
- 
  22:12 Feature #1218 (Closed): gnf_group: Triggered by all in flat group 
- A "gnf_group" flag should be added. It would 
 associate a flat-triggered particle generator with all
 the...
- 
  17:02 Bug #97: Loading order of included DEDs 
- Logged In: YES 
 user_id=717323
 Fixed for 1.7.11.
- 
  11:15 Bug #97 (Closed): Loading order of included DEDs 
- The order in which DED files included from other DED
 files are read is incorrect. An included DED file
 should be re...
- 
  15:45 Revision a78a1a7a (github): Added pool missile record 
- 
  15:44 Revision ee387b65 (github): Initial checkin, the pool missile record 
- 
  15:44 Revision d65b4ac8 (github): Added kludge to skip mobj collision checking 
- 
  15:43 Revision ba17de29 (github): Added sv_missile.h 
- 
  15:43 Revision aba430ef (github): Params changed for Cl_CheckMobj 
- 
  15:42 Revision 9bd6cd06 (github): Allow massacre only when GS_LEVEL 
- 
  15:41 Revision d2c5b45c (github): Added kludge to allow missiles to move free of their originators 
- 
  15:40 Revision f3ac37ab (github): Added kludge to skip mobj collision testing 
- 
  15:39 Revision 4128bd48 (github): Modified window title in dedicated mode 
- 
  15:38 Revision c090b244 (github): Pool missile record, adde Sv_ExcludeDelta 
- 
  15:38 Revision 6ac49860 (github): Initial checkin, the pool missile record 
- 
  15:36 Revision 1345cc40 (github): Added sv_missile 
- 
  11:54 Bug #96: jHexen: Gargoyle stretched out? 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Actually it's not...In the gardian of steel the gargo...
- 
  11:18 Bug #98 (Closed): jHeretic: Speed + Use Artifact = Jump 
- Holding down the Speed control and pressing the Use
 Artifact control (e.g. Shift and Enter) will cause the
 player t...
2003-06-30
- 
  21:25 Bug #65: Shiny skins on HUD Models 
- Logged In: YES 
 user_id=717323
 Making this a bug.
- 
  21:23 Feature #1216: Using alternative resources alongside the originals 
- Logged In: YES 
 user_id=649259
 It's certainly a pretty nifty idea, but the graphics won't
 work with some monsters:
 ...
- 
  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...
- 
  20:44 Bug #87: console command kill 
- Logged In: YES 
 user_id=717323
 Fixed for 1.7.11.
- 
  20:29 Bug #78: jHexen: setmap x / -warp x 
- Logged In: YES 
 user_id=717323
 This should be fixed in 1.7.11.
 NOTE: Don't use "setmap". In singleplaye...
- 
  20:20 Bug #96: jHexen: Gargoyle stretched out? 
- Logged In: YES 
 user_id=717323
 I believe this is fixed in the latest snapshot.
- 
  19:22 Bug #96: jHexen: Gargoyle stretched out? 
- _(originally posted by anonymous SF.net user)_
 Screenshot
 *Attachments:*
 * http://sourceforge.net/p/deng/bugs/_disc...
- 
  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...
- 
  20:18 Bug #95: Relative md2 skin paths no longer work 
- Logged In: YES 
 user_id=717323
 Duplicate of bug 762295, which was recently fixed (not in
 snapshot yet).
- 
  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...
- 
  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...
- 
  19:50 Feature #1146: Ducking 
- Logged In: YES 
 user_id=763563
 The player will need extra animations for it (crouch,
 crouchwalk, crouch shoot, cro...
- 
  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...
- 
  19:07 Revision 627c9fc1 (github): Model files also searched from the base path 
- 
  17:07 Bug #77: jHexen: "transparent" doors in demo 
- Logged In: YES 
 user_id=717323
 This should be fixed in 1.7.11 (server didn't send enough
 info to client). There is...
- 
  17:06 Bug #77: jHexen: "transparent" doors in demo 
- Logged In: YES 
 user_id=717323
 This should be fixed in 1.7.11 (server didn't send enough
 info to client). There is...
- 
  16:31 Bug #85: Virtual File Hierarchy (pk3) route folders bug 
- Logged In: YES 
 user_id=717323
 I tried this in the 1.7.11/net snapshot, but there seemed
 to be no problems. What d...
- 
  03:22 Revision 365b36a3 (github): Fixmom, resend ack, reset player mobj when player changes mobj 
- 
  03:20 Revision e10c1d58 (github): Dynamical BWR adjustment, pcl_acks 
- 
  03:19 Revision 8e6af2af (github): Delta resending, don't generate anything if not netgame/recording 
- 
  03:18 Revision 28c1af6b (github): Caching failure is a verbose error message 
- 
  03:17 Revision 8259116f (github): Disable profiling 
- 
  03:17 Revision b757894f (github): Player number safety check 
- 
  03:17 Revision 8f7adcb1 (github): Ack threshold multiplier to 4 
- 
  03:16 Revision a5261fd1 (github): Use XOR in M_Random instead of + 
- 
  03:15 Revision c57d5abc (github): Added ccmd 'huffman' 
- 
  03:14 Revision 34ae4160 (github): Delta skipping 
- 
  03:14 Revision 51415288 (github): handshake_received was not properly reset 
- 
  03:13 Revision 197024ef (github): Resent delta history, delta skipping 
- 
  03:13 Revision 24037b10 (github): Use fixmom 
- 
  03:11 Revision 4a8e0656 (github): Fixmom on damage 
- 
  03:10 Revision 97ed28d7 (github): Cleanup 
- 
  03:10 Revision fd736245 (github): Use fixmom, set MF2_FLY 
- 
  03:07 Revision 86e26be7 (github): Fix button deact sound origin 
- 
  03:07 Revision 08c49eef (github): Use fixmom, Doomsday handles floatbob 
- 
  03:05 Revision db8909e3 (github): Set DDMF_FLY, DDMF_NOGRAVITY, DDMF_BOB 
- 
  03:04 Revision 20d4125b (github): Fixed button deact sound 
- 
  03:03 Revision 7c1deb66 (github): Only fixmom on damage 
- 
  03:03 Revision ee46a0de (github): Set DDMF_NOGRAVITY when needed 
- 
  03:02 Revision a54591ed (github): RANDOM_PACKET_LOSS, proper N_SMSReset, Huffman stats, -huffavg 
- 
  03:00 Revision 2d8026e3 (github): Default bgcolor must be white, nothing is drawn until 1st cmd executed 
- 
  02:59 Revision c1bfe2b4 (github): Added cl_player.h 
- 
  02:59 Revision fb4c6708 (github): Added CCmdHuffmanStats 
- 
  02:59 Revision cbe1c5f9 (github): Delta resending 
- 
  02:58 Revision 48fca3fe (github): Increased default BWR and ACK 
- 
  02:57 Revision 20c951f6 (github): Added DDPF_FIXMOM, version 1.7.11/net 
- 
  02:57 Revision 891fc387 (github): Added delta skipping 
- 
  02:56 Revision 95128f8e (github): Moved player stuff to this file 
- 
  02:55 Revision 42efc1e8 (github): Moved player stuff to different file 
- 
  02:52 Revision 0c071183 (github): Gah, default bg color must be white 
- 
  02:52 Revision 860f6bc2 (github): More fixes, for Net Test #1 
2003-06-29
- 
  21:28 Bug #92: Sky rendering shows HOM in window at ground level 
- Logged In: YES 
 user_id=717323
 Setting 'rend-sky-full' to one should fix this.
- 
  20:23 Bug #92: Sky rendering shows HOM in window at ground level 
- Logged In: YES 
 user_id=763563
 note this was a map generated by SLIGE
- 
  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
- 
  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...
- 
  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...
- 
  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...
- 
  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...
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 
- Logged In: YES 
 user_id=849456
 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 
- Logged In: YES 
 user_id=717323
 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)_
 Logged In: NO
 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)_
 Logged In: YES
 user_id=889405
 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 
- Logged In: YES 
 user_id=717323
 16 will be the maximum in 1.7.11.
2003-06-25
- 
  22:19 Bug #84: wm_resize after quit 
- Logged In: YES 
 user_id=717323
 Sorry, Doomsday doesn't use SDL.
- 
  07:59 Bug #84: wm_resize after quit 
- Logged In: YES 
 user_id=412504
 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 
- Logged In: YES 
 user_id=717323
 In deathmatch, the maps aren't even supposed to be
 restored.
- 
  15:32 Bug #27: jHexen server doesn't restore maps in hub 
- Logged In: YES 
 user_id=717323
 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) 
- Logged In: YES 
 user_id=412504
 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 
- Logged In: YES 
 user_id=717323
 I believe this happens because drOpenGL changes the
 desktop resolution. When this i...
- 
  12:10 Bug #84 (Closed): wm_resize after quit 
- See screenshots in attach for this post.
 before.gif: Far Manager (I run jHeretic from him) before
 after.gif: Far ...
- 
  12:10 Bug #84: wm_resize after quit 
- shots
 *Attachments:*
 * http://sourceforge.net/p/deng/bugs/_discuss/thread/206f657c/71a0/attachment/shots.zip
 
- 
  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 
- Logged In: YES 
 user_id=717323
 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) 
- Logged In: YES 
 user_id=717323
 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 
- Logged In: YES 
 user_id=717323
 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 
- Logged In: YES 
 user_id=717323
 Add a flag to the appropriate Thing definition and you're
 all set! :-)
- 
  07:18 Bug #18: jHexen: Nonexistent mobjs on clientside 
- Logged In: YES 
 user_id=717323
 Fixed in 1.7.11, thanks to revised netcode.
- 
  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 ...
- 
  06:50 Bug #76: Error when starting 
- Logged In: YES 
 user_id=717323
 Yes, this should be fixed in 1.7.10.
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...
- 
  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 ...
- 
  04:31 Bug #76: Error when starting 
- Logged In: YES 
 user_id=763563
 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)_
 Logged In: YES
 user_id=803068
 I second the Linux port idea, I love ...
- 
  14:43 Feature #1204 (Closed): more complex shadows 
- I think dynamic shadows is asking a bit much, but you 
 should still have complex shadows in Doomsday. i.e.
 shadow...
- 
  08:33 Feature #1202: [MP] Options for Heretic co-op 
- - **assigned_to**: Daniel Swanson -->  nobody 
 
Also available in: Atom