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From 2003-09-06 to 2003-09-19

2003-09-18

13:17 Bug #136 (Closed): Screenshot File Name Selection
Screenshot file name selection should allow any number
of shots, not just 100.
*Labels:* Graphics
skyjake

2003-09-17

23:56 Bug #135 (Closed): Halos associated to mobj's outside the game world
Halos associated to mobj's outside the game world are
rendered when they shouldn't be.
To recreate this:
If y...
danij
23:45 Feature #1289 (New): Flat-triggered particle generators created/destroyed on material change
After a texture change any associated particle
generators should be either destroyed or created as
needed.
(Re...
danij

2003-09-16

22:01 Feature #1288 (Closed): Monster sound on quit
In the original Doom games (and Heretic/Hexen too I
think, though I'm not sure), a monster sound would play
when ...
sapiens81
11:47 Feature #1287 (New): Particle generator flag: transform center offset along with the object
A flag for the Particle Generator that rotates the
generator's Center Offset with the pitch/yaw of a
source mobj....
danij

2003-09-15

23:14 Bug #103: All Objects have black square around them
_(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=211998
Make sure you have "Black Textur...
skyjake
09:13 Feature #1286 (Closed): Bindable Automap Controls
The controls for operating the automap (F, M, etc.)
should be bindable to input events, like the other
controls.
...
skyjake

2003-09-14

21:17 Feature #1153: Customizable intermissions
_(originally posted by anonymous SF.net user)_
Logged In: NO
Perhaps use InFine scripts?
skyjake
20:40 Feature #1281: Random monster variations
Logged In: YES
user_id=1566636
Umm... Well zombies and imps already have a few different
death, and sight sounds, ...
papercut2
14:08 Feature #1285 (Rejected): Spawn particle generator from generator stage
The ability to spawn particle generator from generator
stage.
The new generators center would be positioned rela...
danij
14:05 Feature #1284 (Closed): Multiple particle generators per mobj state
Multiple particle generators per mobj state
*Labels:* Graphics
danij
14:04 Feature #1283 (Closed): Particle Generator Flag - Random Vector
New generator flag - When a particle generator is
spawned it picks a random vector. This random vector is
kept fo...
danij

2003-09-13

17:38 Bug #104: XG: Scrolling Textures on Clientside
Logged In: YES
user_id=717323
This should be somewhat better in 1.7.13.
Scrolling plane textures won't be worki...
skyjake
16:17 Bug #134 (Closed): Selection of Visible Map Objects
Currently a map object is considered visible if the
sector it's in is visible. However, objects in disjoint
secto...
skyjake
09:13 Bug #133 (Closed): Sudden Fullbright Sectors
Quote cactus:

Lightening sector problem and when player or ennemy
fire the light of the sector change (like if...
skyjake
08:42 Bug #132 (Closed): jDoom: No Invuln. Effect
Quote "Kingmaster VELI":

When I pick up invulnerability in newest (1.7.12)
version nothing happens. ...
skyjake

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

2003-09-10

00:47 Revision 70c1266c (github): Commented out obsolete ticcmd routines
skyjake
00:47 Revision 4cf6ef8d (github): Name style update
skyjake
00:46 Revision 40655205 (github): Version upgrade
skyjake
00:44 Revision 067b7601 (github): ticcmd_t removed, it's now in dd_share.h
skyjake
00:43 Revision 56a35ee9 (github): Added Net_IsLocalPlayer()
skyjake
00:42 Revision d8a1f3da (github): Added p_player.h
skyjake
00:40 Revision 0e173d8d (github): Renamed mutex routines to Sys_Lock and Sys_Unlock
skyjake
00:39 Revision 3b62241f (github): Initial checkin, players and player classes
skyjake
00:37 Revision 478112ef (github): Moved fixed_t and angle_t here
skyjake
00:37 Revision ccaa0ff6 (github): New ticcmd_t, cleanup, version upgraded to 1.8.0
skyjake
00:36 Revision e90764c6 (github): Added p_player.c and p_player.h
skyjake
00:35 Revision cd05e0ca (github): Removed obsolete G_game.h
skyjake

2003-09-09

20:16 Revision 3e46299d (github): Obsolete
skyjake
01:19 Revision b019754b (github): Float timing loop, use timespan_t in tickers, style cleanup
skyjake
01:17 Revision 9c67e8c2 (github): Added mutex routines
skyjake
01:15 Revision 89348c71 (github): Added timespan_t (double)
skyjake
01:15 Revision fca7bc86 (github): Added p_cmd.h
skyjake
01:15 Revision 6a868ef4 (github): Added triggers
skyjake
01:12 Revision 7c5cc3cc (github): Added p_cmd.c and p_cmd.h
skyjake
01:12 Revision c97ed6b7 (github): Initial checkin, ticcmd processing
skyjake

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
Logged In: YES
user_id=717323
Note to self: Try to fix the bridge in Scythe map29.
skyjake
21:46 Bug #86: Unused MD2 models are loaded anyway
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
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
Logged In: YES
user_id=717323
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
 

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