Activity
From 2005-04-10 to 2005-04-23
2005-04-23
- 02:16 Feature #1380: lpref_back_floor and lpref_back_ceiling
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Forgot to mention:
Similar _back variants should be added to lsrefs, sprefs and
l...
2005-04-22
- 21:10 Feature #1380: lpref_back_floor and lpref_back_ceiling
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The following new references have been added for 1.8.7
lpref_back_floor
lpref_bac... - 15:53 Feature #1380 (Closed): lpref_back_floor and lpref_back_ceiling
- Needed to offer similar functionality to BOOM.
Same as lpref_my_floor/lpref_my_ceiling except that the
target pla... - 21:06 Feature #1381 (Closed): Ltc_plane_move set sector type to 0 if lpref_none in Ip11/13
- ltc_plane_move:
If lpref_none is used in the Ip11 or Ip13 slots of a
line of this class (change sector type on star... - 16:37 Feature #1379: XG refs: evaluate params at runtime
- - **assigned_to**: Daniel Swanson --> nobody
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... - 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... - 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... - 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 ... - 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... - 02:35 Bug #68: jHeretic: Hitscan weapons
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Fixed for 1.8.7
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... - 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...
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 ... - 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 ...
2005-04-11
- 19:38 Bug #231: text not found!
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->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
"Jaakko Kernen" (skyjake@user... - 03:55 Feature #1371: Animation table enhancments
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Well, Picklebro and I agreed to agree elsewhere :)
Our complete discussion about t...
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... - 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... - 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...
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