Activity
From 2003-08-26 to 2003-09-08
2003-09-08
- 08:30 Bug #131 (Closed): Crash with Cheb's Blood Effects
- Quote Simon D.:
When i chose the add-on for doomsday last version :
cheb's blood LONG, there is automatically ...
2003-09-07
- 22:41 Feature #1277: Texture Definitions
- Mostly implemented in 1.9.0-beta6
- 22:37 Feature #1280 (Closed): Stages for decorations
- Animate Decorations by providing multiple Stages.
Not terribly difficult to implement but requires more
than just... - 22:08 Bug #52: [Render hack] Fake/see-through bridges
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Note to self: Try to fix the bridge in Scythe map29. - 21:46 Bug #86: Unused MD2 models are loaded anyway
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This has now been fixed for 1.7.13. I hope I didn't break
anything... The model loa... - 17:51 Bug #47: jDoom: Bullet puffs in face
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Fixed for 1.7.13. There were actually two bugs here:
1) LineAttack into a closed s... - 16:39 Bug #121: jDoom: deathmatch modes multiplayer hud frag display
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Fixed in 1.7.13. - 10:00 Feature #1279 (Closed): Decoration -> Glow Definition
- I think the glowing textures/flats should be set
using Decoration definitions. For example:
Decoration {
...
2003-09-06
- 18:06 Bug #128: jDoom: Netgame Client Glitches
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The startspot problems should be fixed in 1.7.13. - 07:21 Feature #1278 (Closed): Direct3D Triple Buffering
- The Direct3D renderer could use triple buffering for
smoother vsync rendering.
*Labels:* Graphics
2003-09-05
- 21:36 Bug #63: Halo occlusion flickers
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Fixed for 1.7.13. - 21:09 Bug #109: Updating songs at zero volume
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Fixed for 1.7.13. - 21:01 Bug #130: Non-Glowing Flats
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I don't think there's anything wrong in Doomsday. Check
these things:
- Data\Gra... - 15:18 Bug #130 (Closed): Non-Glowing Flats
- Quote Kaiser:
I've played Doom II and I've noticed that the water
texture hasn't glowed in some levels either. It... - 08:11 Feature #1276: Attach dynamic lights on models
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i like it! - 08:04 Feature #1274: Projectiles meet sky
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I cant really imagine plasma and rockets flying away through
the sky, but it would ... - 07:56 Feature #1277 (Closed): Texture Definitions
- The ability to create a new texture defined in a
Textures.ded
Either make pnames an external resource, or allow
...
2003-09-04
- 17:32 Feature #1276 (New): Attach dynamic lights on models
- A Dynamic Light that is positioned relative to the model.
With the option of a "Halo only flag".
Benefi... - 17:18 Feature #1275 (Closed): Lightmap decorations on surfaces (emission mapping)
- A new type of Lightmap applied in the Light Decorations
where you can specify a Lightmap that is used ONLY on
th... - 08:14 Feature #1274 (Rejected): Projectiles meet sky
- The effect when something hits the sky "border" is
quite unrealistic..
the rocets simply dissapear and ...
2003-09-03
- 00:15 Feature #1145: ATI TRUFORM for models
- _(originally posted by anonymous SF.net user)_
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Even Ati Rage cards supported Truform via dirvers, bu...
2003-09-02
- 16:10 Feature #1273 (Closed): Model anim with 1-state objects
- Add a new df-flag for "world time animation". The
Interpolate {} values will define an offset and the
n...
2003-09-01
- 20:35 Bug #129 (Closed): "Read This" and menu-scale
- The menu-scale cvar shouldn't affect the Read This
screens.
*Labels:* jDoom - 12:24 Feature #1272 (Closed): Particle Stage Sounds
- Possibility to play sound effects in association with
particle stages.
Generator {
Stage {
Sound = "...
2003-08-31
- 20:54 Bug #71: Sounds pop with DS8
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Some sound popping can be heard in all the games. - 20:43 Bug #125: Ultimate Doom Crashes
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Still happening in 1.7.12 final? - 20:42 Bug #127: JHexen Smoke bug
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Setting the cvar "rend-sprite-noz" to one will fix the
problem (although ... - 19:38 Bug #128: jDoom: Netgame Client Glitches
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jDoom netgame problems specific to player spawning
(from inkognit-):
We have bee...
2003-08-30
- 17:06 Feature #1269: WAD Prioritized music over external
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What's wrong with setting the preferred music source to
"MUS"? Doesn't it ... - 11:58 Feature #1271 (Closed): Game Status Cvars
- The Game should register a number of (read-only)
console variables that could then be used in
association with the ... - 11:54 Feature #1268: Individual sounds for Creatures.
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Originator: NO
Duplicate - 01:24 Feature #1270 (Closed): Startup caching of certain patches
- I think all the patches used in the menu screens should
be loaded during game startup, since when using
high-res me... - 00:20 Bug #128: jDoom: Netgame Client Glitches
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I forgot, also some of the hi-res switch textures were not
showing, the low-res one... - 00:19 Bug #128: jDoom: Netgame Client Glitches
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I just had a game of co-op and was experiencing some of
these anomolies; items floa...
2003-08-29
- 23:08 Feature #1269 (Rejected): WAD Prioritized music over external
- Let's say I have a wad containing MUS music, but I
have a /music folder that uses mp3s by default. Why
not have t... - 23:07 Feature #1267: rename doomfont to lumpfont
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In the console (or jDoom.cfg):
alias lumpfont doomfont
2003-08-28
- 12:08 Bug #128 (Closed): jDoom: Netgame Client Glitches
- Quote Steve Logan:
Me and my friends have been experiencing some problems
while playing jdoom over our network. B... - 01:49 Bug #120: ATI OpenGL: Menu fix found possibly???
- _(originally posted by anonymous SF.net user)_
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YES!!!! THIS COMMAND ACTUALLTY FIXES ...
2003-08-27
- 17:09 Bug #120: ATI OpenGL: Menu fix found possibly???
- _(originally posted by anonymous SF.net user)_
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I'll check it as soon as I can. Right...
2003-08-26
- 14:27 Bug #127: JHexen Smoke bug
- _(originally posted by anonymous SF.net user)_
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Forgot to check the box for attaching the image. Sorr... - 14:25 Bug #127 (Closed): JHexen Smoke bug
- Hi.
In JheXen, I've nocticed that of a smoke puff (i.e. from
the Cleric's Mace or Fighters Guanlets), goes throu...
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