Activity
From 2003-07-01 to 2003-07-14
2003-07-14
- 10:25 Feature #1239 (Closed): Binding of joystick axes
- Joystick axes should produce bindable events when they
reach a certain threshold. This would make it possible
to bi...
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, ... - 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... - 09:21 Bug #107: jHeretic: demo compatibility
- jHeretic demo
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/07013c32/95a2/attachment/nm25_020.... - 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...
2003-07-12
- 20:28 Bug #105: Net: Clipping / Door Issues & Instability
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I meant to say we both upgraded to 1.7.11, not 1.7.10 as
indicated above. Typo. - 20:27 Bug #105: Net: Clipping / Door Issues & Instability
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The clipping problems aren't consistent; I believe (my guess)
it has to do with pre... - 17:26 Bug #105: Net: Clipping / Door Issues & Instability
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Do the clipping/getting-stuck problems happen consistently?
Is there a certain map w... - 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 - 05:44 Feature #1236: Multiplayer modes integrated into Doomsday
- Out of date.
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... - 21:05 Feature #1142: Cheating in netgames
- _(originally posted by anonymous SF.net user)_
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i do believe the give command need refinement too. i ... - 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... - 15:23 Bug #72: Loading a savegame kicks all clients
- _(originally posted by anonymous SF.net user)_
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Yes. Doomsday was re-packaged for a friend without ac... - 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...
2003-07-10
- 10:54 Feature #1234: Particle Grass
- Considering to be the same as "Surface detail models". Closing as duplicate.
- 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... - 10:50 Feature #1233: Surface decorations using 3D models
- _(originally posted by anonymous SF.net user)_
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Also, slope support. Now that Doom has mouse look sup... - 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,
... - 10:42 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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http://tenebrae.sourceforge.net
Take a look at some ... - 03:14 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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A lot of features that tenebrae has would benefit Doo... - 10:30 Feature #1230: Full DirectX 9 support
- _(originally posted by anonymous SF.net user)_
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Get over direct X! Why are so many people victim to t... - 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... - 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, ... - 03:39 Feature #1232: Customiseable barrel explosion damage
- Will be addressed when we move the AI to external scripts.
- 03:16 Feature #1229: Input plugins: generate events from connected controllers
- _(originally posted by anonymous SF.net user)_
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Proper support for analog. Instead of holding down ru...
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... - 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 ... - 03:34 Feature #1192: 3D models for menu/HUD graphics
- _(originally posted by anonymous SF.net user)_
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Have you seen Metroid Prime? It has a 3D hud that is ... - 03:27 Feature #1228: Damage from nukage splats
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Duplicate - 02:56 Feature #1228: Damage from nukage splats
- _(originally posted by anonymous SF.net user)_
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this would be an idea for modders not for the engine ... - 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 - 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...
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 - 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. - 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...
2003-07-03
- 20:39 Bug #72: Loading a savegame kicks all clients
- Logged In: YES
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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)_
Logged In: NO
If I use a 256 color pcx image as a particle, it isn'... - 02:44 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
Logged In: NO
The ability to rotate a particle would be usefull.
... - 04:30 Feature #1197: Scriptable UI
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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...
2003-07-02
- 23:08 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Yeah pcx works great, I'll use that. Just through usi... - 23:05 Feature #1219: Configurable missile spawn points
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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 :)
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... - 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...
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