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From 2003-06-30 to 2003-07-13

2003-07-13

11:07 Feature #1237: Cheats
_(originally posted by anonymous SF.net user)_
Logged In: NO
Shouldn't be allowed to cheat at all in multiplayer, ...
skyjake
09:21 Bug #107 (Closed): jHeretic: demo compatibility
see attach demo in 1.7.10 and 1.7.11
I think that loss of compatibility with Doomsday the
previous versions (all...
e6y
09:21 Bug #107: jHeretic: demo compatibility
jHeretic demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/07013c32/95a2/attachment/nm25_020....
e6y
00:26 Feature #1238 (Closed): 2 Features
1. Please make that map (automap) showing mode isn't
toggle. (and also leave current mode, make switcher in
Contr...
skyjake

2003-07-12

20:28 Bug #105: Net: Clipping / Door Issues & Instability
Logged In: YES
user_id=616016
I meant to say we both upgraded to 1.7.11, not 1.7.10 as
indicated above. Typo.
tolwyn
20:27 Bug #105: Net: Clipping / Door Issues & Instability
Logged In: YES
user_id=616016
The clipping problems aren't consistent; I believe (my guess)
it has to do with pre...
tolwyn
17:26 Bug #105: Net: Clipping / Door Issues & Instability
Logged In: YES
user_id=717323
Do the clipping/getting-stuck problems happen consistently?
Is there a certain map w...
skyjake
17:18 Bug #106 (Closed): Client can jump even if jumping disabled on server
The client can jump even if the server has disabled
jumping.
*Labels:* Multiplayer
skyjake
05:44 Feature #1236: Multiplayer modes integrated into Doomsday
Out of date. danij

2003-07-11

21:08 Feature #1237 (Closed): Cheats
Why cheat "give *" (give a;give w;give i) is working in
Multiplayer game (version 1.7.11)? I think this s...
skyjake
21:05 Feature #1142: Cheating in netgames
_(originally posted by anonymous SF.net user)_
Logged In: NO
i do believe the give command need refinement too. i ...
skyjake
15:29 Bug #105 (Closed): Net: Clipping / Door Issues & Instability
No changes to test system between 1.7.10 and 1.7.11;
but in Netgames (coop), client machine (connecting to a
list...
tolwyn
15:23 Bug #72: Loading a savegame kicks all clients
_(originally posted by anonymous SF.net user)_
Logged In: NO
Yes. Doomsday was re-packaged for a friend without ac...
skyjake
10:21 Bug #104 (Closed): XG: Scrolling Textures on Clientside
There may be some problems with XG plane
movement in netgames. Make sure that the server is
sending the correct a...
skyjake

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
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
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
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
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

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

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
Logged In: YES
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
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
Logged In: YES
user_id=717323
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
Logged In: YES
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
Logged In: YES
user_id=763563
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
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
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
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
 

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