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From 2003-06-25 to 2003-07-08

2003-07-08

17:40 Feature #1227: Per pixel lighting
Closing as duplicate. danij
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...
skyjake
04:24 Bug #103: All Objects have black square around them
Logged In: YES
user_id=763563
You might wanna upgrade to a real video card (geforce2 or
higher, geforce2 has PCI)...
chrisdragon

2003-07-07

09:25 Feature #1227: Per pixel lighting
_(originally posted by anonymous SF.net user)_
Logged In: NO
So your saying bump map everything from a single stat...
skyjake
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...
skyjake
03:39 Feature #1188: Particle Generator - More funtionality
_(originally posted by anonymous SF.net user)_
Logged In: NO
PNG works yeah. I'm just getting a lot more slow down...
skyjake
03:21 Feature #1188: Particle Generator - More funtionality
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user_id=717323
PCXs can't have an alpha channel, but color-keying should work (see
Readme). I'm und...
skyjake

2003-07-06

22:33 Feature #1227: Per pixel lighting
_(originally posted by anonymous SF.net user)_
Logged In: NO
per pixel lighting doesn't have to have anything to d...
skyjake
13:55 Feature #1227: Per pixel lighting
_(originally posted by anonymous SF.net user)_
Logged In: NO
Very good, but where do you get your light source dat...
skyjake
03:28 Feature #1227 (Closed): Per pixel lighting
Look at Tenebrae to figure this one out.
*Labels:* Graphics
skyjake
08:44 Feature #1226: Bumpmapping
Closing as duplicate. danij
03:27 Feature #1226 (Closed): Bumpmapping
nuff said.
*Labels:* Graphics
skyjake

2003-07-05

18:19 Bug #102: jHeretic: crash with makelocp
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user_id=717323
Fixed for 1.7.11. Correct behaviour: makelocp fails if the
player is already in the...
skyjake
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 ...
voodoomaster
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...
skyjake

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...
tolwyn
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.
skyjake
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...
skyjake

2003-07-03

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 ...
skyjake
20:35 Bug #54: PWAD savegame crash
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user_id=717323
As far as IWADs are concerned, this is no longer a
problem. Starting with 1.7.11, e...
skyjake
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...
skyjake
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
skyjake
15:54 Bug #100: Doom2 level 29 floor hole bug
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user_id=717323
This is glBSP's, not Doomsday's, fault. Solution here:
http://sourceforge.net/trac...
skyjake
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/...
skyjake
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...
skyjake
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 ...
skyjake
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...
skyjake
15:26 Feature #1220: Cutscenes
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Plans for the scripting in Doomsday 2.0 include this kind
of stuff.
skyjake
04:13 Feature #1220 (Rejected): Cutscenes
Cutscenes that can be played before, during, and after
levels. Nothing overly elaborate. Using the engine to
gene...
skyjake
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...
skyjake
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...
skyjake
15:19 Feature #1201: Dynamic shadows
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There is so much Fireballs???
jaquboss
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...
skyjake
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...
skyjake
10:01 Bug #99: Doomsday: Forward + Forward = Use
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user_id=717323
This is not a bug. Set cvar "ctl-use-dclick" to zero to
disable it.
skyjake
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
e6y
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...
skyjake
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'...
skyjake
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.
...
skyjake
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....
skyjake
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...
skyjake
04:20 Feature #1149: MD3 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
the md3 format does not support skelletal animation, ...
skyjake
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...
skyjake

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...
skyjake
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...
skyjake
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
...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
17:32 Bug #47: jDoom: Bullet puffs in face
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Annoying, but hardly critical...
skyjake
17:31 Bug #51: Sky rendering glitch
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user_id=717323
Might be a bug with skyfix calculations/rendering.
skyjake
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 ...
skyjake
16:52 Bug #74: Voodoo: Brightness setting messes with desktop
Logged In: YES
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I have no way to reproduce this bug. Doomsday does
restore the original color adjus...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
08:50 Feature #1214: No external textures for PWAD textures
Logged In: YES
user_id=717323
Make that "-pwadtex".
skyjake
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 :)
skyjake

2003-07-01

22:39 Bug #37: Fog isn't saved into savegames
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This will be fixed in 1.8.
skyjake
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...
skyjake
17:02 Bug #97: Loading order of included DEDs
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Fixed for 1.7.11.
skyjake
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...
skyjake
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...
skyjake
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...
skyjake

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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user_id=649259
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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user_id=717323
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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user_id=717323
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
17:07 Bug #77: jHexen: "transparent" doors in demo
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user_id=717323
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
Logged In: YES
user_id=717323
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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user_id=717323
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
Logged In: YES
user_id=717323
I've already fixed this for 1.7.11. Snapshot available
soon.
For more info:
htt...
skyjake
10:49 Bug #91 (Closed): Iwad not found
I have install Doomsday 1.7.10 and when i want to play
at Doom, Ultimate Doom, Doom 2, Final Doom TNT, Final
Doom...
quakerultra

2003-06-28

22:25 Feature #1215 (Closed): State action console commands
Similar to state action functions, a console command
could be executed when the state becomes active.
*Labels:* C...
skyjake
21:54 Feature #1212: jDoom: Extra weapon states
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Resolved using additonal state definitions.
danij
07:30 Feature #1212 (Closed): jDoom: Extra weapon states
Dani J666 suggests: "A new state that runs after the
firing state eg to show a weapon cooling down
(chaingun) ...
skyjake
21:43 Feature #1214 (Closed): No external textures for PWAD textures
The default behaviour should be that if a patch in a
texture comes from a PWAD, no external resource is
used. The e...
skyjake
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....
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

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)_
Logged In: YES
user_id=889405
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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user_id=412504
glboom uses SDL library for rendering like DoomsDay does but it
doesn't have this bug
e6y
15:53 Bug #27: jHexen server doesn't restore maps in hub
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In deathmatch, the maps aren't even supposed to be
restored.
skyjake
15:32 Bug #27: jHexen server doesn't restore maps in hub
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Polyobj destAngles were not set when server loaded the
old state of the map from di...
skyjake
11:41 Bug #80: jHexen: Trigger doesn't work (old bug)
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no bug
I have looked realization of this script:
printbold(s:"ONE THIRD OF T...
e6y
 

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