Activity
From 2003-08-11 to 2003-08-24
2003-08-24
- 17:27 Bug #125 (Closed): Ultimate Doom Crashes
- With The newest Doomsday / jDOOM engine, Ultimate
Doom crashes very often in some maps. Its a moving
and mouseloo...
2003-08-23
- 11:51 Feature #1142: Cheating in netgames
- _(originally posted by anonymous SF.net user)_
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if berserk is "give b", the backpack should...
2003-08-22
- 17:06 Bug #106: Client can jump even if jumping disabled on server
- _(originally posted by anonymous SF.net user)_
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and they adjust jumoing power too. - 17:05 Bug #124 (Closed): Marked (Doors, and switches) in Automap
- It would be nice to be able to see key switches/ doors in
the automap. They should have the relevant colors of
th... - 17:00 Bug #123 (Closed): Client should not be able to adjust jump-power
- Maybe it´s not a bug, but clients shouldn´t be allowed
to adjust their jump-power in multiplayer (they can in
coo... - 16:32 Feature #1223: 16:9 widescreen mode
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Already implemented. - 09:58 Feature #1150: Duke Nukem 3D Support
- _(originally posted by anonymous SF.net user)_
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I hate this April jokes
Desinformation only, it give...
2003-08-21
- 11:42 Feature #1138: Port it to Linux :-)
- _(originally posted by anonymous SF.net user)_
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Yes, I support this request!
2003-08-20
- 22:47 Feature #1266: Sound decorations
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I think it would be cool if tech pillars and other decs to have
ambient sounds. The... - 18:02 Bug #122 (Closed): High eyeheight in a low room
- When raising the eyeheight over the default value in
jDoom, the eyeheight doesn't increase, only the weapon
is mo... - 10:41 Feature #1267 (Closed): rename doomfont to lumpfont
- rename the doomfont console command to lumpfont
- 10:36 Bug #121 (Closed): jDoom: deathmatch modes multiplayer hud frag display
- in the deathmatch modes the STARMS lump is drawn over
the STBAR lump, that should not be the case, at the
moment yo... - 10:26 Feature #1259: Divide 3D models into hitzones
- _(originally posted by anonymous SF.net user)_
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I would like the original gameplay, like movement spe... - 08:26 Bug #120: ATI OpenGL: Menu fix found possibly???
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OK. Try setting the cvar "menu-effect" to 2. Does that help?
How about s...
2003-08-19
- 22:01 Feature #1266: Sound decorations
- _(originally posted by anonymous SF.net user)_
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I can do some sounds. I already have some sounds read... - 16:25 Bug #119: 99% CPU time
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But I have no problems with any games on my working
computer.
- 15:39 Bug #120 (Closed): ATI OpenGL: Menu fix found possibly???
- I think I may have found a solution to the menu
distortion! In Jdoom, you have the blue curtain-like
texture or eff...
2003-08-17
- 23:27 Feature #1253: Menus use fonts for unmodified games
- _(originally posted by anonymous SF.net user)_
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pie is good - 16:21 Bug #85: Virtual File Hierarchy (pk3) route folders bug
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OK, closing as "probably OK". - 13:31 Feature #1250: Improved flying suggestions for Hexen/Heretic
- _(originally posted by anonymous SF.net user)_
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#2 is the better idea.
2003-08-16
- 21:49 Feature #1194: Viewing other players' cameras ("spy" command)
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I think its probably about time to fix the spy command ;-) - 21:19 Feature #1160: Customizable Dynamic Lights
- _(originally posted by anonymous SF.net user)_
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Yay! Can you make it so they use the 8bit Particle Al... - 18:06 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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This you mean >
http://tenebrae.sourceforge.net/... - 17:56 Feature #1260: Disable highres patches but not highres textures
- _(originally posted by anonymous SF.net user)_
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Great idea - 17:56 Feature #1257: Level Shadows and Zombie blood
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BIAS lighting has been implemented in CVS (soft sector
lighting). - 15:50 Bug #85: Virtual File Hierarchy (pk3) route folders bug
- _(originally posted by anonymous SF.net user)_
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I can't seem to replicate this bug now. So might as w... - 11:15 Feature #1266: Sound decorations
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I like the idea. It should be possible to use the Decoration
defs for this:
Decor... - 10:02 Feature #1266 (New): Sound decorations
- A sound that comes from a texture or flat. Sound should
have a range/radius, otherwise it would turn out to be
di... - 10:30 Feature #1263: Directory structure grouped by game
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Um... I have to keep my mitts off the back button
2003-08-15
- 21:29 Bug #75: Random Crashes with Ultimate Doom
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Likely fixed in 1.7.12? - 21:23 Feature #1205: Option: -nomidi
- Not super useful; future improvements in audio configuration should make this obsolete anyway.
- **status**: open ... - 19:49 Feature #1239: Binding of joystick axes
- Implemented in svn for 1.9.0-beta6
- 19:46 Feature #1254: Portal based rendering
- _(originally posted by anonymous SF.net user)_
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Good thinking. The possibility of a Buildsday is even... - 19:06 Feature #1247: Support GL_EXT_texture_compression_s3tc
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Check out the relation to
GL_EXT_texture_compression_s3tc. - 17:33 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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The problem is a trick that works in the original Doom.
The window is a zero-height... - 16:26 Bug #119: 99% CPU time
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I don't think there's much I can do about this. It appears
to be a driver issue par... - 15:22 Bug #65: Shiny skins on HUD Models
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In 1.7.12, the shiny coords of HUD models are calculated
a bit differently. They ar... - 08:49 Feature #1263: Directory structure grouped by game
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Doomsday 2 is naturally a different matter. As you suggest,
it's probably best to gr...
2003-08-14
- 21:39 Feature #1263: Directory structure grouped by game
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Primarily, what got me thinking this is the very last part
of the doomsday 2 manifes... - 21:23 Feature #1263: Directory structure grouped by game
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Primarily, what got me thinking this is the very last part
of the doomsday 2 manifes... - 21:23 Feature #1263: Directory structure grouped by game
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Primarily, what got me thinking this is the very last part
of the doomsday 2 manifes... - 21:22 Feature #1263: Directory structure grouped by game
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I admit the current directory structure is not perfect, but I
don't see enough ince...
2003-08-13
- 14:24 Bug #119 (Closed): 99% CPU time
- On my working computer with the internal sound card it is
impossible to play DoomsDay, but on
my home computer wit... - 14:24 Bug #119: 99% CPU time
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5eca749d/31a2/attachment/doomsday.rar
2003-08-12
- 13:24 Feature #1265 (New): Map-specific definitions in a WAD lump
- Allow certain effects to be added on a per map basis, by using the already existing ded format for particle generator...
- 13:19 Feature #1264 (New): Conditional decorations
- If a sector uses texture x and texture x has decor lights
defined then there should be a rules system which
gover... - 12:29 Feature #1262: More engine features
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Lots of stuff here thats possible with Hexen's ACS and
polyobjs. If you want that ki...
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