Project

General

Profile

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...
skyjake
05:47 Feature #1225: Tenebrae style blood
Logged In: YES
user_id=717323
Version 1.7.12 will support these blending modes.
skyjake

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...
skyjake

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Out of date.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
 

Also available in: Atom