Activity
From 2003-10-07 to 2003-10-20
2003-10-19
- 21:01 Bug #149: Unable to use plasma gun
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whoops, im sorry.. i meant plasma gun!
- 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... - 12:03 Bug #150: jDoom: lost souls inside walls
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Unfortunately, this is an old doom inherent bug. - 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... - 11:42 Bug #147: missing textures in doom 1.9
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Do you have an ICD opengl32.dll file for your card? If so put it
in your \BIN folde... - 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...
2003-10-18
- 21:47 Feature #1143: Bots
- _(originally posted by anonymous SF.net user)_
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Bots are great. Especially for people who can't tie u... - 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... - 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... - 04:33 Bug #147: missing textures in doom 1.9
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OOPS, it's a riva tnt, not a tnt 2, and there seems to be no
driver that supports o...
2003-10-17
- 21:26 Feature #1198: Support for Rise of the Triad
- _(originally posted by anonymous SF.net user)_
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Someone should make a list of older games that run on... - 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... - 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...
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... - 14:58 Revision 1817a916 (github): Updated with new options up to Doomsday 1.7.14
2003-10-11
- 16:22 Feature #1176: Crosshair transparency in menu
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In jDoom.cfg, edit the value of "view-cross-a".
(0=invisible, 255=opaque)
...
2003-10-09
- 22:10 Revision 92e1932d (github): Merged FMOD 3.70 updates from the 1.7 branch
- 11:40 Feature #1303: Weapon Recoil
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Maybe he's thinking of how if you shot a Rocket at a wall,
it would blow you backwar...
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. ...
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... - 19:25 Feature #1271: Game Status Cvars
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Implemented in CVS. - 19:11 Feature #1303: Weapon Recoil
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There was a weapon recoil in original Doom???!!!
You can get jdoomBC on http://model... - 03:54 Feature #1303: Weapon Recoil
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Which weapon has a recoil in the original Doom? - 19:07 Feature #1283: Particle Generator Flag - Random Vector
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> It should also be possible to change a particle's vector
> via a command/exp... - 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... - 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... - 15:07 Feature #1290: Session-only cvars
- - **assigned_to**: Daniel Swanson --> nobody
- 14:34 Feature #1299: Lights attached to (sub)models
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A better implementation would be reusing the same definition.
Rather than add the d... - 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... - 04:07 Feature #1215: State action console commands
- Already implemented.
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