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From 2003-09-08 to 2003-09-21

2003-09-21

22:55 Bug #126: (1.7.12) Lots of Lag for Client(s)
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These issues will be (at least partially) addressed in 1.7.
13. I'm closing this bug...
skyjake
22:52 Bug #133: Sudden Fullbright Sectors
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I can't reproduce this bug. It must be somehow specific
to the graphics hardware or...
skyjake
22:51 Bug #105: Net: Clipping / Door Issues & Instability
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These issues will be (at least partially) addressed in 1.7.
13. I'm closing this bug...
skyjake
20:40 Bug #128: jDoom: Netgame Client Glitches
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Many of the issues in the original bug report should be
fixed in 1.7.13. Closing th...
skyjake
17:16 Bug #104: XG: Scrolling Textures on Clientside
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XGTest.wad now works perfectly on clientside. There is
most likely still problems w...
skyjake

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)_
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Perhaps use InFine scripts?
skyjake
20:40 Feature #1281: Random monster variations
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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
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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

2003-09-08

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
 

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