Activity
From 2003-07-02 to 2003-07-15
2003-07-15
- 23:08 Bug #108 (Closed): Particle center offset Y ignored
- The Y component in the Generator definition's Center
key is ignored. It should be added to the source mobj
angle wh... - 05:47 Feature #1225: Tenebrae style blood
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Version 1.7.12 will support these blending modes.
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
- 19:58 Revision dfbfa5a4 (github): Possibility to include custom files in snapshot
- 19:33 Revision 44b62af5 (github): Title played with MusicOnce, 'imp' demo script
- 19:32 Revision 9c101037 (github): Fixed WaitText timing, SoundAt volume
- 19:32 Revision fb0e7cd0 (github): InFine fixes
- 17:33 Revision 43696235 (github): Generic object handling, rotation, rectangles
- 17:32 Revision b3939ef2 (github): Added R_GetPatchInfo()
- 17:31 Revision 60f7a48e (github): InFine: generic object handling, rotation, rectangles
- 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.... - 01:28 Revision d8815227 (github): InFine enhancements, title scripts
- 01:28 Revision a49714e6 (github): Added InFine overlay mode, common G_StartTitle()
- 01:26 Revision 19397046 (github): Comment
- 01:26 Revision bf6e6454 (github): Common G_StartTitle()
- 01:25 Revision 642a2346 (github): Use map validation routine in warp cheat
- 01:25 Revision 9c26430c (github): Common G_StartTitle
- 01:24 Revision 0affe230 (github): Removed
- 01:23 Revision 6c43717e (github): Common G_StartTitle, removed old title stuff
- 01:23 Revision 51c01c7b (github): Removed advancedemo
- 01:22 Revision ac547bfc (github): Cleanup, added InFine overlay mode
- 01:22 Revision 3e175571 (github): Can't save if not in game, common G_StartTitle
- 01:21 Revision 94a0e5f3 (github): Added InFine overlay mode
- 01:20 Revision f40cfcb5 (github): Common G_StartTitle()
- 01:19 Revision 15f036c4 (github): Cleanup, added startinf, stopinf
- 01:18 Revision bef4d116 (github): Def_Get: DD_DEF_FINALE, removed game from Finale def
- 01:18 Revision e2465f42 (github): Don't profile
- 01:17 Revision 713ed8ef (github): Default DL brightness to .7
- 01:17 Revision e75b3aca (github): Accept "InFine" as alias for "Finale", remove game from Finale def
- 01:16 Revision 38f1e3bb (github): Removed commented stuff
- 01:15 Revision 345c4282 (github): Cleanup, fixed potential crash with Con_Error()
- 01:14 Revision 15b4acc0 (github): Comment
- 01:14 Revision f542938f (github): Updated call to FI_Start (modes)
- 01:13 Revision 7051230f (github): Common G_StartTitle(), removed old title stuff
- 01:12 Revision a046e72e (github): State stack, new commands, interactivity, DO-blocks, PlayDemo
- 01:11 Revision b6e9f5f6 (github): Version upgrade, removed old title stuff
- 01:10 Revision 3f3fcf82 (github): Added map validation routine
- 01:10 Revision fdec258b (github): Version upgrade
- 01:10 Revision 709ec73e (github): Removed obsolete stuff
- 01:09 Revision 9d4af685 (github): Common G_StartTitle()
- 01:08 Revision abf11173 (github): Added InFine modes, interactivity, PlayDemo
- 01:07 Revision 1e1c23c3 (github): Added InFine overlay mode
- 01:07 Revision fdfc51d7 (github): Added DD_GetKeyCode()
- 01:05 Revision 010ed53a (github): Removed game from Finale/InFine def
- 01:05 Revision 50410f40 (github): Version upgrade to 1.7.12, define DD_DEF_FINALE
- 01:04 Revision 6fb6b941 (github): Added missing header files
- 01:03 Revision e40ed315 (github): Added titlescreen scripts
- 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)_
Logged In: NO
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)_
Logged In: NO
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 ... - 14:00 Revision d49a51e5 (github): Removed obsolete network settings
- 14:00 Revision 77d899db (github): The game is always zero
- 14:00 Revision a84bec45 (github): Fixed console text height bug on first time the console is visible
- 13:59 Revision b94f48e3 (github): Removed help for obsolete settings
- 13:58 Revision 806b7095 (github): Fixes for 1.7.11 glitches
- 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)_
Logged In: NO
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)_
Logged In: NO
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)_
Logged In: NO
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)_
Logged In: NO
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)_
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)_
Logged In: NO
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)_
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 :) - 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
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