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From 2003-08-29 to 2003-09-11

2003-09-11

16:55 Feature #1281 (Closed): Random monster variations
Similar to RFE #769507 but based on a thread in the New
Doom forum which seems to have vanished.
Problem: All mo...
jhansonxi

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 ...
skyjake

2003-09-07

22:41 Feature #1277: Texture Definitions
Mostly implemented in 1.9.0-beta6 danij
22:37 Feature #1280 (Closed): Stages for decorations
Animate Decorations by providing multiple Stages.
Not terribly difficult to implement but requires more
than just...
skyjake
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.
skyjake
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...
skyjake
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...
skyjake
16:39 Bug #121: jDoom: deathmatch modes multiplayer hud frag display
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Fixed in 1.7.13.
skyjake
10:00 Feature #1279 (Closed): Decoration -> Glow Definition
I think the glowing textures/flats should be set
using Decoration definitions. For example:

Decoration {
...
skyjake

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.
skyjake
07:21 Feature #1278 (Closed): Direct3D Triple Buffering
The Direct3D renderer could use triple buffering for
smoother vsync rendering.
*Labels:* Graphics
skyjake

2003-09-05

21:36 Bug #63: Halo occlusion flickers
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Fixed for 1.7.13.
skyjake
21:09 Bug #109: Updating songs at zero volume
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Fixed for 1.7.13.
skyjake
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...
skyjake
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...
skyjake
08:11 Feature #1276: Attach dynamic lights on models
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i like it!
ben2k9
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 ...
papercut2
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
...
danij

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...
danij
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...
danij
08:14 Feature #1274 (Rejected): Projectiles meet sky
The effect when something hits the sky "border" is
quite unrealistic..
the rocets simply dissapear and ...
zappaz

2003-09-03

00:15 Feature #1145: ATI TRUFORM for models
_(originally posted by anonymous SF.net user)_
Logged In: NO
Even Ati Rage cards supported Truform via dirvers, bu...
skyjake

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...
skyjake

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
skyjake
12:24 Feature #1272 (Closed): Particle Stage Sounds
Possibility to play sound effects in association with
particle stages.
Generator {
Stage {
Sound = "...
skyjake

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.
skyjake
20:43 Bug #125: Ultimate Doom Crashes
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Still happening in 1.7.12 final?
skyjake
20:42 Bug #127: JHexen Smoke bug
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Setting the cvar "rend-sprite-noz" to one will fix the
problem (although ...
skyjake
19:38 Bug #128: jDoom: Netgame Client Glitches
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jDoom netgame problems specific to player spawning
(from inkognit-):
We have bee...
skyjake

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 ...
skyjake
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 ...
skyjake
11:54 Feature #1268: Individual sounds for Creatures.
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Originator: NO
Duplicate
danij
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...
draconx
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...
chrisdragon
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...
chrisdragon

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...
chrisdragon
23:07 Feature #1267: rename doomfont to lumpfont
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In the console (or jDoom.cfg):

alias lumpfont doomfont
skyjake
 

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