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From 2003-06-27 to 2003-07-10

2003-07-10

10:54 Feature #1234: Particle Grass
Considering to be the same as "Surface detail models". Closing as duplicate. danij
03:41 Feature #1234 (Closed): Particle Grass
A pseudo 3D grass effect made out of particles (like in
Star Fox Adventures). Not really needed, as
bumpmapped gr...
skyjake
10:50 Feature #1233: Surface decorations using 3D models
_(originally posted by anonymous SF.net user)_
Logged In: NO
Also, slope support. Now that Doom has mouse look sup...
skyjake
03:24 Feature #1233 (New): Surface decorations using 3D models
Ability to add better 3D detail to levels, such as proper
cracks in walls, pipes hanging from ceilings, railings,
...
skyjake
10:42 Feature #1225: Tenebrae style blood
_(originally posted by anonymous SF.net user)_
Logged In: NO
http://tenebrae.sourceforge.net
Take a look at some ...
skyjake
03:14 Feature #1225: Tenebrae style blood
_(originally posted by anonymous SF.net user)_
Logged In: NO
A lot of features that tenebrae has would benefit Doo...
skyjake
10:30 Feature #1230: Full DirectX 9 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
Get over direct X! Why are so many people victim to t...
skyjake
06:04 Feature #1236 (Closed): Multiplayer modes integrated into Doomsday
The plugin gamemode idea is great. I think eventually
Doomsday should have all the basic modes (Teamplay,
Deathma...
skyjake
03:49 Feature #1235 (Closed): Plugin weapons, etc....
Weapons, levels, etc.. for each game would have their
own folder. They would be able to be tagged (name,
author, ...
skyjake
03:39 Feature #1232: Customiseable barrel explosion damage
Will be addressed when we move the AI to external scripts. danij
03:16 Feature #1229: Input plugins: generate events from connected controllers
_(originally posted by anonymous SF.net user)_
Logged In: NO
Proper support for analog. Instead of holding down ru...
skyjake

2003-07-09

23:43 Feature #1232 (New): Customiseable barrel explosion damage
I would like to see a customizable damage set for the
barrel, so that I can kill pinky demons if next to them
*L...
chrisdragon
23:37 Feature #1231 (New): Ragdoll physics
What about adding ragdoll physics, such as dead
monsters tilting on staircases, or slumping down off an
edge? Of ...
chrisdragon
14:00 Revision d49a51e5 (github): Removed obsolete network settings
skyjake
14:00 Revision 77d899db (github): The game is always zero
skyjake
14:00 Revision a84bec45 (github): Fixed console text height bug on first time the console is visible
skyjake
13:59 Revision b94f48e3 (github): Removed help for obsolete settings
skyjake
13:58 Revision 806b7095 (github): Fixes for 1.7.11 glitches
skyjake
03:34 Feature #1192: 3D models for menu/HUD graphics
_(originally posted by anonymous SF.net user)_
Logged In: NO
Have you seen Metroid Prime? It has a 3D hud that is ...
skyjake
03:27 Feature #1228: Damage from nukage splats
Logged In: YES
user_id=849456
Originator: NO
Duplicate
danij
02:56 Feature #1228: Damage from nukage splats
_(originally posted by anonymous SF.net user)_
Logged In: NO
this would be an idea for modders not for the engine ...
skyjake
03:07 Feature #1230 (Closed): Full DirectX 9 support
Support for all the new features and hardware present
and supported by the new DirectX 9.
*Labels:* Graphics
skyjake
03:04 Feature #1229 (Rejected): Input plugins: generate events from connected controllers
Much like the audio plugins, input devices should be abstracted behind a plugin mechanism. An input plugin would feed... skyjake

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
Logged In: YES
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
17:19 Revision ec7fa0fd (github): Fixed typo in comment
skyjake
17:18 Revision 01992656 (github): Cleanup for version 1.7.11
skyjake
17:15 Revision 98a6b889 (github): Initial checkin, light decors for Doom II (nothing yet)
skyjake
17:14 Revision eadaf67e (github): Updated for 1.7.11
skyjake
17:11 Revision fc73296c (github): One more for 1.7.11 (rend-tex-external-always)
skyjake
14:13 Revision 2a295d43 (github): Added rend-tex-external-always
skyjake
14:12 Revision e89fd276 (github): makelocp checks for ingame before creating new player
skyjake
14:11 Revision 3cd1eee8 (github): Check connected before creating new local player
skyjake
14:10 Revision af0969fd (github): Fix dupe ID check, clear ID when player leaves
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
Logged In: YES
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)_
Logged In: NO
yeah that would be fine but this should be called 'do...
skyjake

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...
tolwyn
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.
skyjake
14:13 Revision 2d3d4b34 (github): Don't allow floatbob to go through floor, allow playerstart arg >4
skyjake
14:12 Revision ce98c590 (github): Fixed view border flicker, again
skyjake
14:12 Revision 217b2600 (github): Frozen for 1.7.11
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
00:23 Revision 734c6050 (github): D_Get/H_GetString/H2_GetString => G_Get
skyjake
00:22 Revision 1a22dafc (github): Removed the savepath cvar
skyjake
00:22 Revision 3b935622 (github): Fixed occlusion bug when eye Z == plane Z
skyjake
00:21 Revision abc9d25b (github): SavePath no longer a pointer
skyjake
00:20 Revision 761bf194 (github): Includes max number of light decors to 16
skyjake
00:20 Revision 4af6dc65 (github): Changed version to 1.7.11
skyjake

2003-07-03

23:52 Revision e117abb5 (github): Fixed clientside wind
skyjake
23:51 Revision 67ba8f54 (github): Subtract 4 ("gNd2") from GL verts lump length
skyjake
23:51 Revision 29b081b4 (github): Subtract 4 ("gNd2") from GL verts lump length, cleanup
skyjake
23:49 Revision 4aa129a6 (github): Use game mode in savegame dir, Sv_HxInit added
skyjake
23:49 Revision da121878 (github): Use game mode in savegame dir
skyjake
23:47 Revision 5f43405d (github): Fixes and changes
skyjake
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 ...
skyjake
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...
skyjake
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...
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
Logged In: YES
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=899538
There is so much Fireballs???
jaquboss
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...
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
Logged In: YES
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
Logged In: YES
user_id=717323
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
01:32 Revision 5e782c74 (github): Added pcl_commands
skyjake
01:31 Revision f0e4cf3a (github): Version changed to 1.7.11/net2, player events for ticcmd packing
skyjake
01:31 Revision 0450c272 (github): Added Con_IsValidCommand
skyjake
01:30 Revision b52caeb3 (github): Cleanup
skyjake
01:30 Revision 5c7d7bb6 (github): Reject clients with dupe IDs, game unpacks ticcmd packet
skyjake
01:29 Revision 5a8d18c0 (github): Cosmetic change
skyjake
01:28 Revision c28b2e27 (github): Fixed map init command execution
skyjake
01:28 Revision 77025f72 (github): Don't spawn particles if clmobj is hidden or unpredictable
skyjake
01:27 Revision d2626894 (github): Timings fixed in Net_Update, game packs ticcmds
skyjake
01:27 Revision 4829a801 (github): Added -huffcodes option: print the Huffman codes
skyjake
01:26 Revision 9bd38142 (github): Added -pwadtex
skyjake
01:26 Revision 653966f9 (github): Added braces, blinking cursor
skyjake
01:25 Revision 2db35ad4 (github): Fixed Speed+UseArti = Jump bug
skyjake
01:25 Revision a2117fdd (github): Packing/unpacking ticcmds
skyjake
01:23 Revision 4d6d5964 (github): Fixes and changes for Net Test #2
skyjake
01:23 Revision 7766af6a (github): Added -pwadtex, section for Textures
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
Annoying, but hardly critical...
skyjake
17:31 Bug #51: Sky rendering glitch
Logged In: YES
user_id=717323
Might be a bug with skyfix calculations/rendering.
skyjake
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 ...
skyjake
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...
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)_
Logged In: YES
user_id=814108
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
03:05 Revision 3f4796f0 (github): Added Dir_IsEqual()
skyjake
03:04 Revision 77b64ec8 (github): Read included DEDs immediately, ignore 'prefix' keys in header
skyjake
03:04 Revision 72e1d8af (github): Commented out Include handling
skyjake
03:03 Revision a2f85e93 (github): Default keyrepeat wait is now 3 tics
skyjake
03:03 Revision 32eb5ba1 (github): Read included DEDs immediately
skyjake
03:02 Revision ff589c57 (github): Added 'if' and 'toggle', editable command line (left, right), block cursor
skyjake
03:01 Revision acbae98b (github): Less whitespace
skyjake
03:00 Revision 9d360d7d (github): Added DED_ReadProcessDED
skyjake
02:59 Revision 9b6d2ba4 (github): More cmdline space
skyjake
02:59 Revision 8cc0e19b (github): Removed obsolete DED_Add/RemoveInclude
skyjake
02:58 Revision fda1ec44 (github): Static weapon switching (value, weaponinfo)
skyjake
02:57 Revision 4727a801 (github): Fixes and minor changes
skyjake

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.
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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user_id=717323
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
15:45 Revision a78a1a7a (github): Added pool missile record
skyjake
15:44 Revision ee387b65 (github): Initial checkin, the pool missile record
skyjake
15:44 Revision d65b4ac8 (github): Added kludge to skip mobj collision checking
skyjake
15:43 Revision ba17de29 (github): Added sv_missile.h
skyjake
15:43 Revision aba430ef (github): Params changed for Cl_CheckMobj
skyjake
15:42 Revision 9bd6cd06 (github): Allow massacre only when GS_LEVEL
skyjake
15:41 Revision d2c5b45c (github): Added kludge to allow missiles to move free of their originators
skyjake
15:40 Revision f3ac37ab (github): Added kludge to skip mobj collision testing
skyjake
15:39 Revision 4128bd48 (github): Modified window title in dedicated mode
skyjake
15:38 Revision c090b244 (github): Pool missile record, adde Sv_ExcludeDelta
skyjake
15:38 Revision 6ac49860 (github): Initial checkin, the pool missile record
skyjake
15:36 Revision 1345cc40 (github): Added sv_missile
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
Logged In: YES
user_id=717323
Making this a bug.
skyjake
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:
...
dark_pulse
10:23 Feature #1216 (Rejected): Using alternative resources alongside the originals
I would like to see an option to be able to use another
sound or graphics pack (eg. the psx or Doom 64 sound
effect...
bluelegs
20:44 Bug #87: console command kill
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Fixed for 1.7.11.
skyjake
20:29 Bug #78: jHexen: setmap x / -warp x
Logged In: YES
user_id=717323
This should be fixed in 1.7.11.
NOTE: Don't use "setmap". In singleplaye...
skyjake
20:20 Bug #96: jHexen: Gargoyle stretched out?
Logged In: YES
user_id=717323
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
19:07 Revision 627c9fc1 (github): Model files also searched from the base path
skyjake
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...
skyjake
17:06 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
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...
skyjake
03:22 Revision 365b36a3 (github): Fixmom, resend ack, reset player mobj when player changes mobj
skyjake
03:20 Revision e10c1d58 (github): Dynamical BWR adjustment, pcl_acks
skyjake
03:19 Revision 8e6af2af (github): Delta resending, don't generate anything if not netgame/recording
skyjake
03:18 Revision 28c1af6b (github): Caching failure is a verbose error message
skyjake
03:17 Revision 8259116f (github): Disable profiling
skyjake
03:17 Revision b757894f (github): Player number safety check
skyjake
03:17 Revision 8f7adcb1 (github): Ack threshold multiplier to 4
skyjake
03:16 Revision a5261fd1 (github): Use XOR in M_Random instead of +
skyjake
03:15 Revision c57d5abc (github): Added ccmd 'huffman'
skyjake
03:14 Revision 34ae4160 (github): Delta skipping
skyjake
03:14 Revision 51415288 (github): handshake_received was not properly reset
skyjake
03:13 Revision 197024ef (github): Resent delta history, delta skipping
skyjake
03:13 Revision 24037b10 (github): Use fixmom
skyjake
03:11 Revision 4a8e0656 (github): Fixmom on damage
skyjake
03:10 Revision 97ed28d7 (github): Cleanup
skyjake
03:10 Revision fd736245 (github): Use fixmom, set MF2_FLY
skyjake
03:07 Revision 86e26be7 (github): Fix button deact sound origin
skyjake
03:07 Revision 08c49eef (github): Use fixmom, Doomsday handles floatbob
skyjake
03:05 Revision db8909e3 (github): Set DDMF_FLY, DDMF_NOGRAVITY, DDMF_BOB
skyjake
03:04 Revision 20d4125b (github): Fixed button deact sound
skyjake
03:03 Revision 7c1deb66 (github): Only fixmom on damage
skyjake
03:03 Revision ee46a0de (github): Set DDMF_NOGRAVITY when needed
skyjake
03:02 Revision a54591ed (github): RANDOM_PACKET_LOSS, proper N_SMSReset, Huffman stats, -huffavg
skyjake
03:00 Revision 2d8026e3 (github): Default bgcolor must be white, nothing is drawn until 1st cmd executed
skyjake
02:59 Revision c1bfe2b4 (github): Added cl_player.h
skyjake
02:59 Revision fb4c6708 (github): Added CCmdHuffmanStats
skyjake
02:59 Revision cbe1c5f9 (github): Delta resending
skyjake
02:58 Revision 48fca3fe (github): Increased default BWR and ACK
skyjake
02:57 Revision 20c951f6 (github): Added DDPF_FIXMOM, version 1.7.11/net
skyjake
02:57 Revision 891fc387 (github): Added delta skipping
skyjake
02:56 Revision 95128f8e (github): Moved player stuff to this file
skyjake
02:55 Revision 42efc1e8 (github): Moved player stuff to different file
skyjake
02:52 Revision 0c071183 (github): Gah, default bg color must be white
skyjake
02:52 Revision 860f6bc2 (github): More fixes, for Net Test #1
skyjake

2003-06-29

21:28 Bug #92: Sky rendering shows HOM in window at ground level
Logged In: YES
user_id=717323
Setting 'rend-sky-full' to one should fix this.
skyjake
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
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
Logged In: YES
user_id=849456
Resolved using additonal state definitions.
danij
07:30 Feature #1212 (Closed): jDoom: Extra weapon states
Dani J666 suggests: "A new state that runs after the
firing state eg to show a weapon cooling down
(chaingun) ...
skyjake
21:43 Feature #1214 (Closed): No external textures for PWAD textures
The default behaviour should be that if a patch in a
texture comes from a PWAD, no external resource is
used. The e...
skyjake
19:00 Revision 3e3be7fd (github): Init and shutdown Huff
skyjake
19:00 Revision 243859d0 (github): Use Huffman encoding when sending data
skyjake
18:59 Revision 5d8c5e79 (github): Delta score bonus for large objects, MDFC_CREATE gets smaller bonus
skyjake
18:58 Revision 92e071fc (github): Removed time from ticcmd
skyjake
18:57 Revision 2343191f (github): Ticcmds of all clients are removed when level setup done
skyjake
18:56 Revision 5c19b7b0 (github): Ticcmd time was removed
skyjake
18:48 Revision fd0ad119 (github): Initial checkin, Huffman codes
skyjake
18:48 Revision 7ace4d05 (github): Hidden mobj timeout to 20 seconds
skyjake
18:47 Revision e19913c3 (github): Removed time from client
skyjake
18:47 Revision a8e459ad (github): Added m_huffman.h
skyjake
18:46 Revision e722939a (github): Added heap relation macros
skyjake
18:46 Revision 77f123bb (github): Removed time from ticcmd
skyjake
18:44 Revision 6cac1457 (github): Added huffman files
skyjake
12:39 Feature #1211: CVAR to disable the offseting in A_Lower and A_Raise
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

23:40 Revision 0689cc18 (github): Added (commented out) debug message
skyjake
23:40 Revision 758478d8 (github): Interpret maxed client Z coord
skyjake
23:39 Revision 148cf870 (github): Write maxed mobj Z coords (include extra flags)
skyjake
23:37 Revision 8916371a (github): Sv_StopSound called only if a logical sound was stopped
skyjake
23:37 Revision 7c341922 (github): Added profilers, hash table for the main rendering lists
skyjake
23:36 Revision fc8db4a0 (github): Floatbob offset affects luminous object Z coord
skyjake
23:36 Revision 14022589 (github): Added some whitespace
skyjake
23:35 Revision 3ff32c36 (github): Set blockingMobj, players slide against mobj sides
skyjake
23:34 Revision e2d26278 (github): Client Z maxed (DDMININT) when on the floor
skyjake
23:33 Revision 86712fa6 (github): Fix sprite texcoords
skyjake
23:32 Revision 6a7e2a5b (github): Added value for weaponOffsetScaleY
skyjake
23:31 Revision 8a818343 (github): Removed client-predict cvar
skyjake
23:31 Revision fec1b3aa (github): Cleanup and fix clientside sector movement
skyjake
23:30 Revision 335d322c (github): Fix stopping of sounds with id=0
skyjake
23:30 Revision b4771cee (github): Player movement while airborne, movement disabled if leveltic < 10
skyjake
23:28 Revision 969e4c3d (github): Change in debug message
skyjake
23:28 Revision 60586423 (github): Allow cheating when _DEBUG
skyjake
23:27 Revision bffd9545 (github): Set correct destinations for polyobj doors
skyjake
23:26 Revision aa0ceb38 (github): Fixed restoring of mobj DDMF flags after loading
skyjake
23:25 Revision 63c90aff (github): Engine handles floatbob
skyjake
23:24 Revision d9a3fce6 (github): Added P_UpdateMobjFlags()
skyjake
23:23 Revision c28bc4c1 (github): Added cvar to disable weapon Y offset in A_Lower/A_Raise (view-bob-weapon-switch-lower)
skyjake
23:22 Revision 0407e6d8 (github): Fixed sprite texcoords, added pspr Y offset scale
skyjake
23:22 Revision 9ff6cef3 (github): Floatbob affects the shadow
skyjake
23:20 Revision 7a365a02 (github): Added profilers
skyjake
23:20 Revision 3e47b8be (github): Protect incoming message queue using a mutex
skyjake
23:19 Revision be5f24f1 (github): Fixed viewmobj hiding during frame rendering
skyjake
23:17 Revision cd1263d2 (github): Default value for view-bob-weapon-switch-lower (true)
skyjake
23:16 Revision 826bd640 (github): Added P_IsPaused(), local players run one tic at a time
skyjake
23:16 Revision d9917a53 (github): Added P_UpdateMobjFlags() (commented out)
skyjake
23:15 Revision 47ddccc5 (github): Tell Doomsday when the game is paused
skyjake
23:15 Revision 98e33a0d (github): Finale2 packet includes condition truth values
skyjake
23:14 Revision 496f8b11 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset (view-bob-weapon-switch-lower)
skyjake
23:14 Revision 71e7c221 (github): Added cvar to disable A_Lower/A_Raise weapon Y offset
skyjake
23:13 Revision 329ff3c7 (github): Added maxed mobj Z coords, fixed initial side deltas, sector height deltas
skyjake
23:12 Revision c10448ae (github): Added maxed mobj Z coords
skyjake
23:12 Revision 4a8938be (github): Sfx_StopLogical returns number of stopped sounds
skyjake
23:10 Revision 520fbb3d (github): Added level tic counter (inc when not paused)
skyjake
23:09 Revision 225db862 (github): Fixed HUD sprite texcoords
skyjake
23:09 Revision 26043264 (github): Weapon offset Y scale, bob offset, fixed HUD sprite texcoords
skyjake
23:07 Revision e0b7779d (github): Removed unnecessary lumtexinfo_t.height2
skyjake
23:07 Revision b5f9fa36 (github): Added blockingMobj
skyjake
23:06 Revision 4a9f7f30 (github): DDMF_GOINGROUND replaced with DDMF_BOB
skyjake
23:06 Revision b4595b7f (github): Unlimited client prediction, maxed mobj Z coords
skyjake
23:05 Revision 52371bc7 (github): Unlimited client prediction
skyjake
23:05 Revision 86aac0b2 (github): Added P_UpdateMobjFlags()
skyjake
23:03 Revision 4da9d318 (github): Finale2 packet includes condition truth values
skyjake
23:02 Revision 562b52b2 (github): Added conditions array, sv tells cl the values
skyjake
23:02 Revision 0d533fa8 (github): Added conditions array
skyjake
23:01 Revision dd324424 (github): More fixes
skyjake
23:01 Revision e0395478 (github): Default bg color is black
skyjake
20:50 Feature #1211 (Closed): CVAR to disable the offseting in A_Lower and A_Raise
Adding a cvar for this would allow for animation to be
used for weapon lowering/raising.
Also a new state that ...
skyjake
19:32 Bug #88 (Closed): Halo clipping vs. polyobjs
At the moment, halos are not clipped at all by
polyobjs.
Torches 'shine' through doors in Hexen.
*Labels:* G...
skyjake
17:01 Feature #1210 (Rejected): Skins support
Would (well, should) require a sprite version and a model
version. Each model could support multiple skins (duh). I...
skyjake
16:40 Feature #1198: Support for Rise of the Triad
_(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=889405
comment on dl ?????
skyjake
16:35 Feature #1209 (Closed): Lava/water whatever effects
How about &quot;get rid of&quot; the water textures and other
things and replace them with effects as seen in unrea...
skyjake
07:46 Feature #1208 (Rejected): Game extension plugins
Plugin DLLs that add new game modes, for example CTF. At the
very least, the DLL should contain new thinker functio...
skyjake
 

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