Activity
From 2003-06-25 to 2003-07-08
2003-07-08
- 17:40 Feature #1227: Per pixel lighting
- Closing as duplicate.
- 17:24 Feature #1228 (Closed): Damage from nukage splats
- It would be interesting if the spilled nukage from
exploding a barrel hurt the player when stepped on.
Apart fro... - 04:24 Bug #103: All Objects have black square around them
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You might wanna upgrade to a real video card (geforce2 or
higher, geforce2 has PCI)...
2003-07-07
- 09:25 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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So your saying bump map everything from a single stat... - 07:43 Bug #103 (Closed): All Objects have black square around them
- When i use jdoom, all the objects such as enemies,
guns, etc, have black around them. I have a 300 mhz,
48 meg or... - 03:39 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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PNG works yeah. I'm just getting a lot more slow down... - 03:21 Feature #1188: Particle Generator - More funtionality
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PCXs can't have an alpha channel, but color-keying should work (see
Readme). I'm und...
2003-07-06
- 22:33 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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per pixel lighting doesn't have to have anything to d... - 13:55 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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Very good, but where do you get your light source dat... - 03:28 Feature #1227 (Closed): Per pixel lighting
- Look at Tenebrae to figure this one out.
*Labels:* Graphics - 17:19 Revision ec7fa0fd (github): Fixed typo in comment
- 17:18 Revision 01992656 (github): Cleanup for version 1.7.11
- 17:15 Revision 98a6b889 (github): Initial checkin, light decors for Doom II (nothing yet)
- 17:14 Revision eadaf67e (github): Updated for 1.7.11
- 17:11 Revision fc73296c (github): One more for 1.7.11 (rend-tex-external-always)
- 14:13 Revision 2a295d43 (github): Added rend-tex-external-always
- 14:12 Revision e89fd276 (github): makelocp checks for ingame before creating new player
- 14:11 Revision 3cd1eee8 (github): Check connected before creating new local player
- 14:10 Revision af0969fd (github): Fix dupe ID check, clear ID when player leaves
- 08:44 Feature #1226: Bumpmapping
- Closing as duplicate.
- 03:27 Feature #1226 (Closed): Bumpmapping
- nuff said.
*Labels:* Graphics
2003-07-05
- 18:19 Bug #102: jHeretic: crash with makelocp
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Fixed for 1.7.11. Correct behaviour: makelocp fails if the
player is already in the... - 14:29 Bug #102 (Closed): jHeretic: crash with makelocp
- While testing out models for Corvus, I had created two
more besides con0: con1 and con2.
When I used "setcon ... - 15:56 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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yeah that would be fine but this should be called 'do...
2003-07-04
- 21:22 Feature #1142: Cheating in netgames
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I used the term "cheating" loosely, and this mostly applies to
COOP games... - 16:06 Feature #1224: Cvar to disable model spinning
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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)_
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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
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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
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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
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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
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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)_
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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)_
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Good point. It would have to be an option in that cas... - 15:26 Feature #1220: Cutscenes
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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
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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
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There is so much Fireballs???
- 12:24 Bug #73: jHeretic: "Void" in the floor
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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
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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)_
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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)_
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The ability to rotate a particle would be usefull.
... - 04:30 Feature #1197: Scriptable UI
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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)_
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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)_
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Yeah pcx works great, I'll use that. Just through usi... - 23:05 Feature #1219: Configurable missile spawn points
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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)_
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I've had the same problem. However it only seems to o... - 17:03 Bug #73: jHeretic: "Void" in the floor
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Aha! Now I see it. Two possibilities:
- glBSP v2.0 produces incorrect data
- jHer... - 16:54 Bug #73: jHeretic: "Void" in the floor
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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
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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
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Annoying, but hardly critical... - 17:31 Bug #51: Sky rendering glitch
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Might be a bug with skyfix calculations/rendering. - 17:30 Bug #54: PWAD savegame crash
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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
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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
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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?
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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)_
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One example for why this can be helpf... - 08:50 Feature #1214: No external textures for PWAD textures
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Make that "-pwadtex". - 08:18 Bug #85: Virtual File Hierarchy (pk3) route folders bug
- _(originally posted by anonymous SF.net user)_
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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
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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
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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
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Making this a bug. - 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:
... - 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
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Fixed for 1.7.11. - 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... - 20:20 Bug #96: jHexen: Gargoyle stretched out?
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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
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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
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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)_
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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
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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
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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
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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
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Setting 'rend-sky-full' to one should fix this. - 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 - 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
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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
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Resolved using additonal state definitions. - 07:30 Feature #1212 (Closed): jDoom: Extra weapon states
- Dani J666 suggests: "A new state that runs after the
firing state eg to show a weapon cooling down
(chaingun) ... - 21:43 Feature #1214 (Closed): No external textures for PWAD textures
- The default behaviour should be that if a patch in a
texture comes from a PWAD, no external resource is
used. The e... - 19:00 Revision 3e3be7fd (github): Init and shutdown Huff
- 19:00 Revision 243859d0 (github): Use Huffman encoding when sending data
- 18:59 Revision 5d8c5e79 (github): Delta score bonus for large objects, MDFC_CREATE gets smaller bonus
- 18:58 Revision 92e071fc (github): Removed time from ticcmd
- 18:57 Revision 2343191f (github): Ticcmds of all clients are removed when level setup done
- 18:56 Revision 5c19b7b0 (github): Ticcmd time was removed
- 18:48 Revision fd0ad119 (github): Initial checkin, Huffman codes
- 18:48 Revision 7ace4d05 (github): Hidden mobj timeout to 20 seconds
- 18:47 Revision e19913c3 (github): Removed time from client
- 18:47 Revision a8e459ad (github): Added m_huffman.h
- 18:46 Revision e722939a (github): Added heap relation macros
- 18:46 Revision 77f123bb (github): Removed time from ticcmd
- 18:44 Revision 6cac1457 (github): Added huffman files
- 12:39 Feature #1211: CVAR to disable the offseting in A_Lower and A_Raise
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The cvar 'view-bob-weapon-switch-lower' has been added to
jDoom. Default value is 1.... - 09:29 Feature #1213 (New): [MP] Respawn items in co-op and deathmatch
- An option (and cvar) to enable respawning of items in
co-op games. - 08:09 Bug #90 (Closed): Base-relative skin paths in MD2s
- Chilvence reports: "It happened that an older version
of Jdoom was able to accept md2 skin paths relative to
t... - 07:33 Feature #1209: Lava/water whatever effects
- Closing as duplicate.
- 00:11 Bug #89 (Closed): Can't load DooM, although DooM2 loads fine
- I have read the other thread about jDooM crashing when
E2, E3, or E4 are selected. My problem is that I can't
eve... - 00:06 Bug #75: Random Crashes with Ultimate Doom
- _(originally posted by anonymous SF.net user)_
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I have read the other thread about jDooM crashing whe...
2003-06-27
- 23:40 Revision 0689cc18 (github): Added (commented out) debug message
- 23:40 Revision 758478d8 (github): Interpret maxed client Z coord
- 23:39 Revision 148cf870 (github): Write maxed mobj Z coords (include extra flags)
- 23:37 Revision 8916371a (github): Sv_StopSound called only if a logical sound was stopped
- 23:37 Revision 7c341922 (github): Added profilers, hash table for the main rendering lists
- 23:36 Revision fc8db4a0 (github): Floatbob offset affects luminous object Z coord
- 23:36 Revision 14022589 (github): Added some whitespace
- 23:35 Revision 3ff32c36 (github): Set blockingMobj, players slide against mobj sides
- 23:34 Revision e2d26278 (github): Client Z maxed (DDMININT) when on the floor
- 23:33 Revision 86712fa6 (github): Fix sprite texcoords
- 23:32 Revision 6a7e2a5b (github): Added value for weaponOffsetScaleY
- 23:31 Revision 8a818343 (github): Removed client-predict cvar
- 23:31 Revision fec1b3aa (github): Cleanup and fix clientside sector movement
- 23:30 Revision 335d322c (github): Fix stopping of sounds with id=0
- 23:30 Revision b4771cee (github): Player movement while airborne, movement disabled if leveltic < 10
- 23:28 Revision 969e4c3d (github): Change in debug message
- 23:28 Revision 60586423 (github): Allow cheating when _DEBUG
- 23:27 Revision bffd9545 (github): Set correct destinations for polyobj doors
- 23:26 Revision aa0ceb38 (github): Fixed restoring of mobj DDMF flags after loading
- 23:25 Revision 63c90aff (github): Engine handles floatbob
- 23:24 Revision d9a3fce6 (github): Added P_UpdateMobjFlags()
- 23:23 Revision c28bc4c1 (github): Added cvar to disable weapon Y offset in A_Lower/A_Raise (view-bob-weapon-switch-lower)
- 23:22 Revision 0407e6d8 (github): Fixed sprite texcoords, added pspr Y offset scale
- 23:22 Revision 9ff6cef3 (github): Floatbob affects the shadow
- 23:20 Revision 7a365a02 (github): Added profilers
- 23:20 Revision 3e47b8be (github): Protect incoming message queue using a mutex
- 23:19 Revision be5f24f1 (github): Fixed viewmobj hiding during frame rendering
- 23:17 Revision cd1263d2 (github): Default value for view-bob-weapon-switch-lower (true)
- 23:16 Revision 826bd640 (github): Added P_IsPaused(), local players run one tic at a time
- 23:16 Revision d9917a53 (github): Added P_UpdateMobjFlags() (commented out)
- 23:15 Revision 47ddccc5 (github): Tell Doomsday when the game is paused
- 23:15 Revision 98e33a0d (github): Finale2 packet includes condition truth values
- 23:14 Revision 496f8b11 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset (view-bob-weapon-switch-lower)
- 23:14 Revision 71e7c221 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset
- 23:13 Revision 329ff3c7 (github): Added maxed mobj Z coords, fixed initial side deltas, sector height deltas
- 23:12 Revision c10448ae (github): Added maxed mobj Z coords
- 23:12 Revision 4a8938be (github): Sfx_StopLogical returns number of stopped sounds
- 23:10 Revision 520fbb3d (github): Added level tic counter (inc when not paused)
- 23:09 Revision 225db862 (github): Fixed HUD sprite texcoords
- 23:09 Revision 26043264 (github): Weapon offset Y scale, bob offset, fixed HUD sprite texcoords
- 23:07 Revision e0b7779d (github): Removed unnecessary lumtexinfo_t.height2
- 23:07 Revision b5f9fa36 (github): Added blockingMobj
- 23:06 Revision 4a9f7f30 (github): DDMF_GOINGROUND replaced with DDMF_BOB
- 23:06 Revision b4595b7f (github): Unlimited client prediction, maxed mobj Z coords
- 23:05 Revision 52371bc7 (github): Unlimited client prediction
- 23:05 Revision 86aac0b2 (github): Added P_UpdateMobjFlags()
- 23:03 Revision 4da9d318 (github): Finale2 packet includes condition truth values
- 23:02 Revision 562b52b2 (github): Added conditions array, sv tells cl the values
- 23:02 Revision 0d533fa8 (github): Added conditions array
- 23:01 Revision dd324424 (github): More fixes
- 23:01 Revision e0395478 (github): Default bg color is black
- 20:50 Feature #1211 (Closed): CVAR to disable the offseting in A_Lower and A_Raise
- Adding a cvar for this would allow for animation to be
used for weapon lowering/raising.
Also a new state that ... - 19:32 Bug #88 (Closed): Halo clipping vs. polyobjs
- At the moment, halos are not clipped at all by
polyobjs.
Torches 'shine' through doors in Hexen.
*Labels:* G... - 17:01 Feature #1210 (Rejected): Skins support
- Would (well, should) require a sprite version and a model
version. Each model could support multiple skins (duh). I... - 16:40 Feature #1198: Support for Rise of the Triad
- _(originally posted by anonymous SF.net user)_
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
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