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From 2003-07-10 to 2003-07-23

2003-07-23

23:17 Bug #115: Player anims broken on client
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I thought so, Its not really bothering me, just confused me
for a while.
chilvence
21:20 Bug #115: Player anims broken on client
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I have seen this, but I consider it a 'glitch'. It happens
because the server isn't ...
skyjake
11:59 Bug #115 (Closed): Player anims broken on client
I was testing the player anims for my model and I
noticed that the firing animations do not seem to play
for client...
chilvence
23:13 Feature #1201: Dynamic shadows
_(originally posted by anonymous SF.net user)_
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are you crazy? every fireball would be a lightsource,...
skyjake
21:23 Feature #1249: Level Selecting Support
_(originally posted by anonymous SF.net user)_
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Just open the console and type warp x y where x is ep...
skyjake
10:56 Feature #1249: Level Selecting Support
_(originally posted by anonymous SF.net user)_
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Well, you can always go "warp xx" but your ...
skyjake
03:30 Feature #1249 (Closed): Level Selecting Support
I know, that's sounds cheating, but no! I want
this beacuse when you want to play a custom map and
it is...
skyjake
05:18 Feature #1247: Support GL_EXT_texture_compression_s3tc
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GL_S3_s3tc is deprecated in favor of
GL_EXT_texture_compression_s3tc; the latter wi...
skyjake

2003-07-22

19:20 Feature #1246: Support newer model formats and skeletal animation
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In all honesty I think half life mdl would be fine; For that there
is milkshape.
...
chilvence
16:50 Feature #1246: Support newer model formats and skeletal animation
_(originally posted by anonymous SF.net user)_
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I think skyjake should go md3 for now
once doom3 i...
skyjake
10:25 Feature #1246: Support newer model formats and skeletal animation
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Skeletal models would be preferable, but one has to think
about editor support, too....
skyjake
09:01 Feature #1246: Support newer model formats and skeletal animation
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I agree, mainly because I think animation should be skeletal.
This will allow monst...
chilvence
16:39 Feature #1248 (Closed): Support GL_SGIS_generate_mipmap extension
Better than using GLU.
*Labels:* Graphics
skyjake
16:38 Feature #1247 (Closed): Support GL_EXT_texture_compression_s3tc
Texture compression is very helpful with
high-resolution textures.
(Used by Quake3, too!)
*Labels:* Graphics
skyjake
08:57 Bug #114 (Closed): input-key-wait1 reset to 15
Quote Aenn Seidhe Priest:
When running jHeretic (maybe other games, too),
Doomsday 1.7.11 resets key repeat delay...
skyjake
08:55 Bug #113 (Closed): jHeretic: Key binding crash
Quote Aenn Seidhe Priest:
jHeretic crashed two times when configuring keys, once
trying to play back a demo when ...
skyjake

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

19:51 Revision 137ca6d2 (github): Removed obsolete r_data.c
skyjake
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

19:58 Revision dfbfa5a4 (github): Possibility to include custom files in snapshot
skyjake
19:33 Revision 44b62af5 (github): Title played with MusicOnce, 'imp' demo script
skyjake
19:32 Revision 9c101037 (github): Fixed WaitText timing, SoundAt volume
skyjake
19:32 Revision fb0e7cd0 (github): InFine fixes
skyjake
17:33 Revision 43696235 (github): Generic object handling, rotation, rectangles
skyjake
17:32 Revision b3939ef2 (github): Added R_GetPatchInfo()
skyjake
17:31 Revision 60f7a48e (github): InFine: generic object handling, rotation, rectangles
skyjake
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
01:28 Revision d8815227 (github): InFine enhancements, title scripts
skyjake
01:28 Revision a49714e6 (github): Added InFine overlay mode, common G_StartTitle()
skyjake
01:26 Revision 19397046 (github): Comment
skyjake
01:26 Revision bf6e6454 (github): Common G_StartTitle()
skyjake
01:25 Revision 642a2346 (github): Use map validation routine in warp cheat
skyjake
01:25 Revision 9c26430c (github): Common G_StartTitle
skyjake
01:24 Revision 0affe230 (github): Removed
skyjake
01:23 Revision 6c43717e (github): Common G_StartTitle, removed old title stuff
skyjake
01:23 Revision 51c01c7b (github): Removed advancedemo
skyjake
01:22 Revision ac547bfc (github): Cleanup, added InFine overlay mode
skyjake
01:22 Revision 3e175571 (github): Can't save if not in game, common G_StartTitle
skyjake
01:21 Revision 94a0e5f3 (github): Added InFine overlay mode
skyjake
01:20 Revision f40cfcb5 (github): Common G_StartTitle()
skyjake
01:19 Revision 15f036c4 (github): Cleanup, added startinf, stopinf
skyjake
01:18 Revision bef4d116 (github): Def_Get: DD_DEF_FINALE, removed game from Finale def
skyjake
01:18 Revision e2465f42 (github): Don't profile
skyjake
01:17 Revision 713ed8ef (github): Default DL brightness to .7
skyjake
01:17 Revision e75b3aca (github): Accept "InFine" as alias for "Finale", remove game from Finale def
skyjake
01:16 Revision 38f1e3bb (github): Removed commented stuff
skyjake
01:15 Revision 345c4282 (github): Cleanup, fixed potential crash with Con_Error()
skyjake
01:14 Revision 15b4acc0 (github): Comment
skyjake
01:14 Revision f542938f (github): Updated call to FI_Start (modes)
skyjake
01:13 Revision 7051230f (github): Common G_StartTitle(), removed old title stuff
skyjake
01:12 Revision a046e72e (github): State stack, new commands, interactivity, DO-blocks, PlayDemo
skyjake
01:11 Revision b6e9f5f6 (github): Version upgrade, removed old title stuff
skyjake
01:10 Revision 3f3fcf82 (github): Added map validation routine
skyjake
01:10 Revision fdec258b (github): Version upgrade
skyjake
01:10 Revision 709ec73e (github): Removed obsolete stuff
skyjake
01:09 Revision 9d4af685 (github): Common G_StartTitle()
skyjake
01:08 Revision abf11173 (github): Added InFine modes, interactivity, PlayDemo
skyjake
01:07 Revision 1e1c23c3 (github): Added InFine overlay mode
skyjake
01:07 Revision fdfc51d7 (github): Added DD_GetKeyCode()
skyjake
01:05 Revision 010ed53a (github): Removed game from Finale/InFine def
skyjake
01:05 Revision 50410f40 (github): Version upgrade to 1.7.12, define DD_DEF_FINALE
skyjake
01:04 Revision 6fb6b941 (github): Added missing header files
skyjake
01:03 Revision e40ed315 (github): Added titlescreen scripts
skyjake
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
 

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