Activity
From 2005-08-15 to 2005-08-28
2005-08-28
- 23:40 Bug #247: 1.9.0beta2 Regression: JHeretic Segfaults after loading save
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Nowhere did I state I was using an old save file, or trying
to load in and old vers... - 20:31 Bug #247: 1.9.0beta2 Regression: JHeretic Segfaults after loading save
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Some new items were added to jHeretic saved games for
1.9.0beta2 so naturally an ear... - 20:40 Bug #200: Keys "stuck" while trying to talk
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This sounds more like a one off problem with your keyboard
than a real bug.
Has t... - 20:33 Bug #238: jheretic hung when quitting
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Does 1.9.0-beta2 fix the problem? - 20:25 Bug #249: Dead Simple unable to exit.
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This bug has been in Doom2 since the begining. Though it is
quite rare. - 16:13 Bug #254 (Closed): Pegged Mid textures on moving planes
- Pegged middle textures on moving planes (eg railings on
lifts) "bounce" while the plane moves.
As the plane's hei...
2005-08-27
- 20:15 Feature #1355: map-cheat-counter 63
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These options can be set using the cfg.
There is no need to have command-line opti... - 14:05 Bug #253 (Closed): Lock up when loading MAP28 of Eternal.wad
- jDoom:
When attempting to load MAP28 of Eternal.wad Doomsday
will lock up.
After inspecting the wad in DoomBuild... - 04:46 Feature #1384: Option to NOT switch to fist when picking up beserk pack
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Implemented for 1.9.0
The cvar 'player-berserkswitch' has been added. - 00:35 Bug #252: invisible monsters on clientside
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To reproduce the bug, I simply start a two player cooperative
game on my network. ...
2005-08-24
- 15:53 Bug #252: invisible monsters on clientside
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I've not noticed this myself. Do you have any suggestions on
how I might repeat this... - 02:52 Bug #252 (Closed): invisible monsters on clientside
- Occasionally monsters are completely invisible on the
client side of a multiplayer game. These monsters
_can_ be... - 15:51 Bug #250: Sliding against walls creates very fast run speed.
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Yep this behaviour existed in the original Doom and
shouldn't be removed IMO.
Wal...
2005-08-23
- 00:27 Bug #251 (Progressed): [Doom] Nightmare monsters sometimes not fast
- In Nightmare mode it is just like Ultra Violence but
with fast respawning monsters. Sometimes when loading
nightmar... - 00:23 Bug #250: Sliding against walls creates very fast run speed.
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If this is in the original doom.exe games then I guess it
would be best to leave it... - 00:05 Bug #250 (Closed): Sliding against walls creates very fast run speed.
- While playing the game I notice if I slide against the
wall at an angle that it creates a very fast run speed.
I'm ... - 00:00 Bug #249 (Closed): Dead Simple unable to exit.
- In jDoom while playing the Doom2.wad I sometimes
encounter instances when playing level "Dead Simple"
the lift goes...
2005-08-22
- 17:00 Feature #1386 (New): Stopping monster infighting
- A DED file option that allows the user to script
certain monsters to stop killing their own kind. (ex:
nazis killin... - 15:10 Feature #1333: Specific data component in line/plane/sector reference
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I've just found that this functionality already exists. Maybe
the XG doc needs upda...
2005-08-21
- 19:31 Feature #1381: Ltc_plane_move set sector type to 0 if lpref_none in Ip11/13
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Not very important as the data component can be specified
using Ip12/14 set to 0 and... - 15:35 Feature #1375: XG THING anchors for reference purposes
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This should be quite straightforward to implement. There is
already a loop in XL_Tr...
2005-08-15
- 03:44 Bug #248 (Closed): "Doom 2 High-Res Textures"
- How on earth do I use the "Doom 2 High-Res
Textures"? I downloaded a whole buncsh of .PNG files
and I expected to...
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