Activity
From 2005-08-24 to 2005-09-06
2005-09-03
- 22:21 Feature #1387 (Rejected): Use GL_POINT_SPRITE_ARB for tex particle rendering
- GL_POINT_SPRITE_ARB
Use of this extension should yield a significant speed
boost when rendering lots of textured pa...
2005-08-29
- 10:37 Bug #238: jheretic hung when quitting
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Not yet but I haven't been playing DD for a while.
- 01:55 Bug #247: 1.9.0beta2 Regression: JHeretic Segfaults after loading save
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My apologies for sounding rude. We seemed to have had a
misunderstanfing over regre... - 01:20 Bug #247: 1.9.0beta2 Regression: JHeretic Segfaults after loading save
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I sumised you were loading newer save games in an older
version of jHeretic as in yo...
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...
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