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From 2003-07-08 to 2003-07-21

2003-07-21

11:07 Feature #1243: In-WAD DED files
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If that doesn't work correctly, submit a bug report. :-)
skyjake
08:28 Bug #112 (Closed): demos: Monsters on a belt in the ground
Monsters on a belt in the ground at playing demo
see demo in attach
(recorded in 1.7.11)
*Labels:* jHeretic
e6y
08:28 Bug #112: demos: Monsters on a belt in the ground

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/60db4c26/2398/attachment/1.cdm
e6y
02:51 Feature #1246 (Closed): Support newer model formats and skeletal animation
I've been looking around and have noticed that there are
better formats to switch to besides MD3. Sure, it is
loa...
skyjake

2003-07-20

12:06 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
_(originally posted by anonymous SF.net user)_
Logged In: NO
It definetly gets my vote ;)
Dani J
skyjake
07:48 Feature #1245 (Rejected): Local models for viewpoint object
Even though the local player object is normally hidden
from view, it should be possible to define models for
it th...
skyjake
07:36 Feature #1244 (Closed): Scripting in model definitions (e.g., dependent on player health)
Model definitions should be able to trigger Doomsday Script that then modifies the model's appearance or animation st... skyjake
03:41 Feature #1233: Surface decorations using 3D models
_(originally posted by anonymous SF.net user)_
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This could also be a way to fix the horrible switch p...
skyjake

2003-07-19

21:43 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
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I forgot to mention, I've already tried particle gun flashes
both on the zombies an...
chilvence

2003-07-18

22:24 Feature #1243: In-WAD DED files
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Add the DED file into the WAD using the lump name DD_DEFNS.

This is mentioned in t...
skyjake
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...
skyjake
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...
chrisdragon
20:09 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
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I caved in and combined the arms to the main model, so I
dont need this as much now...
chilvence
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...
chilvence
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...
skyjake
17:11 Feature #1240: Alpha Blended 8-bit, non-colorkeyed particle images
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In 1.7.12, particle textures without any alpha data will be
processed in the follow...
skyjake
16:55 Feature #1233: Surface decorations using 3D models
_(originally posted by anonymous SF.net user)_
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Not only slopes but the ability to make bumpy ground/...
skyjake
12:59 Feature #1230: Full DirectX 9 support
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Unfortunately Direct3D is not a very fun API to work with. Thus,
OpenGL will always ...
skyjake
06:35 Feature #1225: Tenebrae style blood
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Yeah, they look swell. Doomsday 2.0 will need a redesigned
renderer, and the assorte...
skyjake

2003-07-17

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...
skyjake
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...
skyjake
08:37 Feature #1230: Full DirectX 9 support
_(originally posted by anonymous SF.net user)_
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D3D is going to be the way to go now with 3DFX gone.
skyjake
02:41 Feature #1230: Full DirectX 9 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
I never use the D3D renderer...
skyjake
02:42 Feature #1233: Surface decorations using 3D models
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Slopes are a part of my current version 2.0 plans. The
existing code base is too cen...
skyjake
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,...
skyjake

2003-07-16

08:33 Feature #1214: No external textures for PWAD textures
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"-pwadtex" has now been added. The "-texdir2" option
can't over...
skyjake
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...
skyjake
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...
skyjake

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
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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)_
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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
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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
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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
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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)_
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Have you seen Metroid Prime? It has a 3D hud that is ...
skyjake
03:27 Feature #1228: Damage from nukage splats
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Originator: NO
Duplicate
danij
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 ...
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
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You might wanna upgrade to a real video card (geforce2 or
higher, geforce2 has PCI)...
chrisdragon
 

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