Activity
From 2003-07-05 to 2003-07-18
2003-07-18
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  22:24 Feature #1243: In-WAD DED files 
- Logged In: YES 
 user_id=717323
 Add the DED file into the WAD using the lump name DD_DEFNS.
 
 This is mentioned in t...
- 
  22:24 Feature #1243: In-WAD DED files 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 You could do this sort of thing now, get your wad and...
- 
  18:49 Feature #1243 (Closed): In-WAD DED files 
- How about having DED files being able to be inside of 
 WAD files, having the in-wad DEDs override the external
 one...
- 
  20:09 Feature #1242: Player weapon particle muzzle flashes (for external viewers only) 
- Logged In: YES 
 user_id=675595
 I caved in and combined the arms to the main model, so I
 dont need this as much now...
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  17:09 Feature #1242 (New): Player weapon particle muzzle flashes (for external viewers only) 
- Im sure something similair has been mentioned before, 
 but I couldnt find it so sorry in advance. I think my
 versi...
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  18:25 Bug #111 (Closed): monsters falls into other monsters 
- Use spawnmobj command to spawn monster into ceiling 
 level so that it drops down. The monster must not look
 player...
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  17:11 Feature #1240: Alpha Blended 8-bit, non-colorkeyed particle images 
- Logged In: YES 
 user_id=717323
 In 1.7.12, particle textures without any alpha data will be
 processed in the follow...
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  16:55 Feature #1233: Surface decorations using 3D models 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Not only slopes but the ability to make bumpy ground/...
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  12:59 Feature #1230: Full DirectX 9 support 
- Logged In: YES 
 user_id=717323
 Unfortunately Direct3D is not a very fun API to work with. Thus,
 OpenGL will always ...
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  06:35 Feature #1225: Tenebrae style blood 
- Logged In: YES 
 user_id=717323
 Yeah, they look swell. Doomsday 2.0 will need a redesigned
 renderer, and the assorte...
2003-07-17
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  08:52 Bug #110 (Closed): [Render hack] TNT map09: Transparent window is not transparent 
- Quote Stephen Howe:
 1. Visit TNT level 09, Stronghold
 2. Go to coords X = -1040, Y = 240
 3. You should be in fro...
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  08:50 Bug #109 (Closed): Updating songs at zero volume 
- When music volume is zero, song changes are being
 ignored. Music should be (re)started properly when
 volume is incr...
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  08:37 Feature #1230: Full DirectX 9 support 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 D3D is going to be the way to go now with 3DFX gone.
 
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  02:41 Feature #1230: Full DirectX 9 support 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 I never use the D3D renderer...
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  02:42 Feature #1233: Surface decorations using 3D models 
- Logged In: YES 
 user_id=717323
 Slopes are a part of my current version 2.0 plans. The
 existing code base is too cen...
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  02:39 Feature #1241 (Closed): Truly Destructable walls 
- Walls that could be destroyed by rockets or other 
 explosive/powerful weapons, weaker walls destroyed by
 anything,...
2003-07-16
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  19:51 Revision 137ca6d2 (github): Removed obsolete r_data.c 
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  08:33 Feature #1214: No external textures for PWAD textures 
- Logged In: YES 
 user_id=717323
 "-pwadtex" has now been added. The "-texdir2" option
 can't over...
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  05:31 Feature #1229: Input plugins: generate events from connected controllers 
- _(originally posted by anonymous SF.net user)_
 Logged In: NO
 Abiltity to drag and drop controllers to be used by p...
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  01:59 Feature #1240 (Closed): Alpha Blended 8-bit, non-colorkeyed particle images 
- Is there anyway to tell the engine to use the particle 
 image
 itself for the alpha channel? Color keying won't ach...
2003-07-15
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  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...
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  05:47 Feature #1225: Tenebrae style blood 
- Logged In: YES 
 user_id=717323
 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
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  19:58 Revision dfbfa5a4 (github): Possibility to include custom files in snapshot 
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  19:33 Revision 44b62af5 (github): Title played with MusicOnce, 'imp' demo script 
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  19:32 Revision 9c101037 (github): Fixed WaitText timing, SoundAt volume 
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  19:32 Revision fb0e7cd0 (github): InFine fixes 
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  17:33 Revision 43696235 (github): Generic object handling, rotation, rectangles 
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  17:32 Revision b3939ef2 (github): Added R_GetPatchInfo() 
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  17:31 Revision 60f7a48e (github): InFine: generic object handling, rotation, rectangles 
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  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, ...
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  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...
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  09:21 Bug #107: jHeretic: demo compatibility 
- jHeretic demo
 *Attachments:*
 * http://sourceforge.net/p/deng/bugs/_discuss/thread/07013c32/95a2/attachment/nm25_020....
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  01:28 Revision d8815227 (github): InFine enhancements, title scripts 
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  01:28 Revision a49714e6 (github): Added InFine overlay mode, common G_StartTitle() 
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  01:26 Revision 19397046 (github): Comment 
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  01:26 Revision bf6e6454 (github): Common G_StartTitle() 
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  01:25 Revision 642a2346 (github): Use map validation routine in warp cheat 
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  01:25 Revision 9c26430c (github): Common G_StartTitle 
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  01:24 Revision 0affe230 (github): Removed 
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  01:23 Revision 6c43717e (github): Common G_StartTitle, removed old title stuff 
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  01:23 Revision 51c01c7b (github): Removed advancedemo 
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  01:22 Revision ac547bfc (github): Cleanup, added InFine overlay mode 
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  01:22 Revision 3e175571 (github): Can't save if not in game, common G_StartTitle 
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  01:21 Revision 94a0e5f3 (github): Added InFine overlay mode 
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  01:20 Revision f40cfcb5 (github): Common G_StartTitle() 
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  01:19 Revision 15f036c4 (github): Cleanup, added startinf, stopinf 
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  01:18 Revision bef4d116 (github): Def_Get: DD_DEF_FINALE, removed game from Finale def 
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  01:18 Revision e2465f42 (github): Don't profile 
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  01:17 Revision 713ed8ef (github): Default DL brightness to .7 
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  01:17 Revision e75b3aca (github): Accept "InFine" as alias for "Finale", remove game from Finale def 
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  01:16 Revision 38f1e3bb (github): Removed commented stuff 
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  01:15 Revision 345c4282 (github): Cleanup, fixed potential crash with Con_Error() 
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  01:14 Revision 15b4acc0 (github): Comment 
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  01:14 Revision f542938f (github): Updated call to FI_Start (modes) 
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  01:13 Revision 7051230f (github): Common G_StartTitle(), removed old title stuff 
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  01:12 Revision a046e72e (github): State stack, new commands, interactivity, DO-blocks, PlayDemo 
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  01:11 Revision b6e9f5f6 (github): Version upgrade, removed old title stuff 
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  01:10 Revision 3f3fcf82 (github): Added map validation routine 
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  01:10 Revision fdec258b (github): Version upgrade 
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  01:10 Revision 709ec73e (github): Removed obsolete stuff 
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  01:09 Revision 9d4af685 (github): Common G_StartTitle() 
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  01:08 Revision abf11173 (github): Added InFine modes, interactivity, PlayDemo 
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  01:07 Revision 1e1c23c3 (github): Added InFine overlay mode 
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  01:07 Revision fdfc51d7 (github): Added DD_GetKeyCode() 
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  01:05 Revision 010ed53a (github): Removed game from Finale/InFine def 
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  01:05 Revision 50410f40 (github): Version upgrade to 1.7.12, define DD_DEF_FINALE 
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  01:04 Revision 6fb6b941 (github): Added missing header files 
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  01:03 Revision e40ed315 (github): Added titlescreen scripts 
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  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
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  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.
- 
  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...
- 
  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...
- 
  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...
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  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 ...
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  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...
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  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...
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  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
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  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...
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  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,
 ...
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  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 ...
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  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...
- 
  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...
- 
  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...
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  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, ...
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  03:39 Feature #1232: Customiseable barrel explosion damage 
- Will be addressed when we move the AI to external scripts.
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  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...
2003-07-09
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  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...
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  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 ...
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  14:00 Revision d49a51e5 (github): Removed obsolete network settings 
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  14:00 Revision 77d899db (github): The game is always zero 
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  14:00 Revision a84bec45 (github): Fixed console text height bug on first time the console is visible 
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  13:59 Revision b94f48e3 (github): Removed help for obsolete settings 
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  13:58 Revision 806b7095 (github): Fixes for 1.7.11 glitches 
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  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 ...
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  03:27 Feature #1228: Damage from nukage splats 
- Logged In: YES 
 user_id=849456
 Originator: NO
 Duplicate
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  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 ...
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  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
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  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
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  17:40 Feature #1227: Per pixel lighting 
- Closing as duplicate.
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  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...
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  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)...
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...
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  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...
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  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...
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  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...
2003-07-06
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  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...
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  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...
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  03:28 Feature #1227 (Closed): Per pixel lighting 
- Look at Tenebrae to figure this one out.
 *Labels:* Graphics
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  17:19 Revision ec7fa0fd (github): Fixed typo in comment 
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  17:18 Revision 01992656 (github): Cleanup for version 1.7.11 
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  17:15 Revision 98a6b889 (github): Initial checkin, light decors for Doom II (nothing yet) 
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  17:14 Revision eadaf67e (github): Updated for 1.7.11 
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  17:11 Revision fc73296c (github): One more for 1.7.11 (rend-tex-external-always) 
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  14:13 Revision 2a295d43 (github): Added rend-tex-external-always 
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  14:12 Revision e89fd276 (github): makelocp checks for ingame before creating new player 
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  14:11 Revision 3cd1eee8 (github): Check connected before creating new local player 
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  14:10 Revision af0969fd (github): Fix dupe ID check, clear ID when player leaves 
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  08:44 Feature #1226: Bumpmapping 
- Closing as duplicate.
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  03:27 Feature #1226 (Closed): Bumpmapping 
- nuff said.
 *Labels:* Graphics
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...
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  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 ...
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  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...
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