Activity
From 2003-07-11 to 2003-07-24
2003-07-24
- 23:20 Feature #1160: Customizable Dynamic Lights
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...but this will make it in 1.7.12. - 22:59 Feature #1160: Customizable Dynamic Lights
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This won't make it into 1.7.9.
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. - 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 ... - 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... - 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,... - 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... - 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 ... - 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... - 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...
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.
... - 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... - 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.... - 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... - 16:39 Feature #1248 (Closed): Support GL_SGIS_generate_mipmap extension
- Better than using GLU.
*Labels:* Graphics - 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 - 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... - 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 ...
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. :-) - 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 - 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
- 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...
2003-07-20
- 12:06 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
- _(originally posted by anonymous SF.net user)_
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It definetly gets my vote ;)
Dani J - 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... - 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...
- 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...
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...
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... - 22:24 Feature #1243: In-WAD DED files
- _(originally posted by anonymous SF.net user)_
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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)
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I caved in and combined the arms to the main model, so I
dont need this as much now... - 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... - 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... - 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... - 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/... - 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 ... - 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...
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... - 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... - 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.
- 02:41 Feature #1230: Full DirectX 9 support
- _(originally posted by anonymous SF.net user)_
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I never use the D3D renderer... - 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... - 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
- 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... - 05:31 Feature #1229: Input plugins: generate events from connected controllers
- _(originally posted by anonymous SF.net user)_
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Abiltity to drag and drop controllers to be used by p... - 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
- 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
- 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, ... - 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.... - 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)_
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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...
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