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From 2003-10-06 to 2003-10-19

2003-10-19

21:01 Bug #149: Unable to use plasma gun
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whoops, im sorry.. i meant plasma gun!
ryanp
03:21 Bug #149 (Closed): Unable to use plasma gun
I'm running a server with Ultimate DOOM. I noticed
when I picked up a BFG that I could not fire it. I
shoot.. but...
ryanp
12:03 Bug #150: jDoom: lost souls inside walls
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user_id=888875
Unfortunately, this is an old doom inherent bug.
robinpalmer
09:15 Bug #150 (Closed): jDoom: lost souls inside walls
i was playing doom 2 final: the plutonia experiment, map
32 (about 200 monsters), and bunch of pain elementals
sp...
yupsi
11:42 Bug #147: missing textures in doom 1.9
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user_id=888875
Do you have an ICD opengl32.dll file for your card? If so put it
in your \BIN folde...
robinpalmer
00:01 Bug #148: Netplay refusing to fully work
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Followup
I tried doing a server. Much as was the case with me to him,
he joined t...
dark_pulse

2003-10-18

21:47 Feature #1143: Bots
_(originally posted by anonymous SF.net user)_
Logged In: NO
Bots are great. Especially for people who can't tie u...
skyjake
19:12 Bug #148 (Closed): Netplay refusing to fully work
I'm starting up a netgame as a client, everything
starts to work fine. Everything Precaches, Music
starts, and then...
dark_pulse
19:12 Bug #148: Netplay refusing to fully work
Doomsday.out file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/356b4142/1fa7/attachment/Dooms...
dark_pulse
04:33 Bug #147: missing textures in doom 1.9
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user_id=889122
OOPS, it's a riva tnt, not a tnt 2, and there seems to be no
driver that supports o...
bozotheclown

2003-10-17

21:26 Feature #1198: Support for Rise of the Triad
_(originally posted by anonymous SF.net user)_
Logged In: NO
Someone should make a list of older games that run on...
skyjake
14:27 Bug #147 (Closed): missing textures in doom 1.9
WinXP pro, directx 8, single player, happens in 640 x
480 and 800 x 600, not using 3d models, using
kickstart. O...
bozotheclown
07:00 Bug #146 (Closed): Texture Bug
Doom2 level 2 "The Underhalls", the 2 square water
areas (coords x=542.175 y=724.315 and x=560.15
y=912...
robinpalmer

2003-10-12

18:34 Feature #1305: Particle generator flag: instantly kill generator
> Instantly kill a generator when the associated mobj dies.
Does "mobj" refer to a monster that dies? Is the probl...
skyjake
14:58 Revision 1817a916 (github): Updated with new options up to Doomsday 1.7.14
skyjake

2003-10-11

16:22 Feature #1176: Crosshair transparency in menu
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user_id=717323
In jDoom.cfg, edit the value of "view-cross-a".
(0=invisible, 255=opaque)
...
skyjake

2003-10-09

22:10 Revision 92e1932d (github): Merged FMOD 3.70 updates from the 1.7 branch
skyjake
11:40 Feature #1303: Weapon Recoil
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user_id=649259
Maybe he's thinking of how if you shot a Rocket at a wall,
it would blow you backwar...
dark_pulse

2003-10-08

06:44 Bug #145: Texture Mag Filter
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I think I'll add a new cvar that will control the
magnification filter of textures. ...
skyjake

2003-10-07

21:08 Feature #1284: Multiple particle generators per mobj state
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This will be implemented in 1.7.14. (Snapshot: 1.7.13-8)
A new flag was added &quo...
skyjake
19:25 Feature #1271: Game Status Cvars
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Implemented in CVS.
danij
19:11 Feature #1303: Weapon Recoil
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user_id=899538
There was a weapon recoil in original Doom???!!!
You can get jdoomBC on http://model...
jaquboss
03:54 Feature #1303: Weapon Recoil
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user_id=717323
Which weapon has a recoil in the original Doom?
skyjake
19:07 Feature #1283: Particle Generator Flag - Random Vector
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user_id=717323
> It should also be possible to change a particle's vector
> via a command/exp...
skyjake
09:26 Feature #1283: Particle Generator Flag - Random Vector
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There will be:
Generator -> Init vector rnd = 0.0
(initial random offset to Ve...
skyjake
17:15 Bug #145 (Closed): Texture Mag Filter
A very simple bug - selecting textures "No filter, no
mipmap" won't work - floor/walls testures are STILL...
trodas
15:07 Feature #1290: Session-only cvars
- **assigned_to**: Daniel Swanson --> nobody
danij
14:34 Feature #1299: Lights attached to (sub)models
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user_id=849456
A better implementation would be reusing the same definition.
Rather than add the d...
danij
08:01 Feature #1300: Differentiating variants of monster attacks
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For some monsters editing Objects.ded may be enough, but
there are others whose stat...
skyjake
04:07 Feature #1215: State action console commands
Already implemented. danij

2003-10-06

18:27 Feature #1305 (New): Particle generator flag: instantly kill generator
A new particle generator flag is needed:
Instantly kill a generator when the associated mobj dies.
Sometimes it...
danij
16:31 Bug #114: input-key-wait1 reset to 15
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user_id=717323
For me input-key-wait1 works correctly. Note that 5 is not
a valid value for the cv...
skyjake
09:12 Bug #144 (Closed): Multiple Overlapping Items
You see this occasionally in the maps: to give a
stronger apparent effect to an item, multiple
instances of the i...
skyjake
08:45 Feature #1279: Decoration -> Glow Definition
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user_id=717323
Don't forget that it should also be possible to set the
glow's LightMap.
skyjake
08:23 Feature #1300: Differentiating variants of monster attacks
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user_id=675595
Sorry if I'm suggesting something that you have already
tried, but can you not creat...
chilvence
 

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