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From 2005-04-07 to 2005-04-20

2005-04-19

15:30 Bug #218: non-auto weapon select doesn't work in coopartive doom
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I am all for making the game feel like the orignal, as long
as the enhanced gameplay...
halfgaar
13:02 Bug #218: non-auto weapon select doesn't work in coopartive doom
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I didn't actually mean autoaim I meant mouselook/freelook
(it was late when I posted...
danij
11:16 Bug #218: non-auto weapon select doesn't work in coopartive doom
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The server option for auto-weapon-switch is a good idea. The
game should be configur...
halfgaar
01:03 Bug #218: non-auto weapon select doesn't work in coopartive doom
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Other server side options for deathmatch purposes I'd like
to see are:
1 Rockets ...
danij
00:48 Bug #218: non-auto weapon select doesn't work in coopartive doom
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Fixed this in co-op games for 1.8.7.
Deathmatch 1 sill forces weapon switching (it...
danij
02:35 Bug #68: jHeretic: Hitscan weapons
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Fixed for 1.8.7
danij

2005-04-14

03:59 Bug #169: Corpses squished under ceilings
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The CVAR game-skullsinwalls has been added to jDoom for 1.8.7.
If 1 the original D...
danij
02:22 Bug #169: Corpses squished under ceilings
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The CVAR game-raiseghosts has been added to jDoom for 1.8.7.
If 1 the original Doo...
danij

2005-04-12

20:49 Bug #232 (Closed): Boss Brain doesn't die by rockets as easily.
On the final level of Doom II, the Boss Brain doesn't
die from the rocket blasts in 3 hits.
There are a few ways ...
nuerosphere
20:35 Bug #197: Wrong Animating Textures in Plutonia/TNT
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I found the reasons for the textures not animating right.
The animating sequences ...
nuerosphere

2005-04-11

19:38 Bug #231: text not found!
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->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
"Jaakko Kernen" (skyjake@user...
alinezhad
03:55 Feature #1371: Animation table enhancments
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Well, Picklebro and I agreed to agree elsewhere :)
Our complete discussion about t...
chilvence

2005-04-10

19:07 Feature #1377: "BUILD Engine" games
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I fully understand the situation, but I'm way too busy with other
things (and Dooms...
skyjake
18:01 Feature #1379 (New): XG refs: evaluate params at runtime
It would be great if more of the parameters required
for XG line/sector classes could be aquired at runtime
from ma...
danij
15:52 Feature #1378 (Rejected): DED ver 6 syntax for XG Definitions
Currently XG line/sector definitions must use the "old"
ver 5 syntax for it's IpX/FpX etc parameters eg:
Line Typ...
danij

2005-04-09

21:58 Feature #1373: Improved ambient sounds
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I agree with all of the above and if implemented would like
these features availab...
picklebro
21:32 Feature #1376: Externally spawned mobjs
- **assigned_to**: Daniel Swanson --> nobody
danij
21:28 Bug #231: text not found!
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jHexen is supposed to be used with Hexen v1.1. Upgrade your
original Hexen with the...
skyjake
16:44 Bug #231 (Closed): text not found!
Using doomsday, when an episode of a game (e.g. hexen)
reaches to its end, a page is shown that is expected to
have...
alinezhad

2005-04-08

14:40 Bug #225: SuSE missing dependencies (libvorbis)
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->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
"Jaakko Kernen" (skyjake@user...
alinezhad
14:20 Bug #225: SuSE missing dependencies (libvorbis)
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"Jaakko Kernen" (skyjake@user...
alinezhad
14:30 Feature #1377 (Closed): "BUILD Engine" games
Can Jaakko Keränen make a similar software for playing
games like "Redneck Rampage" and "Duke Nukem 3D"?
As hardw...
alinezhad

2005-04-07

06:51 Bug #115: Player anims broken on client
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For the record, I was also working on the same damn model
that I was talking about i...
chilvence
06:49 Feature #1371: Animation table enhancments
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I do disagree with chilvence about making the textures be
read as they are placed ...
picklebro
 

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