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From 2008-09-16 to 2008-09-29

2008-09-29

22:24 Feature #1472 (Closed): Dedicated Command-Line Server
The Setting up Doomsday for Multiplayer
(http://forums.newdoom.com/showthread.php?t=27578)
is not enough as a d...
andrewwan1980

2008-09-28

13:16 Bug #530: Extreme HOM Effects in Final DOOM
These errors are the result of feature of the original DOOM engine that was not known to us devs until just after thi... danij
06:55 Bug #530: Extreme HOM Effects in Final DOOM
File Added: finaldoom_twomorelevelerrors.zip brunoxi
06:55 Bug #530: Extreme HOM Effects in Final DOOM
Two more level errors found (levels 6 & 7)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/98a33...
brunoxi

2008-09-27

20:49 Bug #530 (Closed): Extreme HOM Effects in Final DOOM
I haven't checked this on DOOM II or the original DOOM on the newest DOOMSDAY (beta 5) that is out, but when I loaded... brunoxi
20:49 Bug #530: Extreme HOM Effects in Final DOOM
Errors I've Encountered Trying to Play Final Doom Through Doomsday Beta 5
*Attachments:*
* http://sourceforge.net/p/...
brunoxi
10:06 Feature #1458: Handling obsolete IWADs
What are your thoughts on this skyjake? I can see plenty of advantages in requiring the latest IWADs but do we really... danij

2008-09-26

21:12 Bug #529 (Closed): Segfault if thing pain chance > 0 but no pain state
Currently a segfault will occur when a thing attempts to enter it's pain state, as it's pain chance is greater than z... danij
17:50 Bug #467: Segmentation Violation
Ultimate Doom Segmentation Violation 1.9.0-beta5.1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thre...
technowolf
17:50 Bug #467: Segmentation Violation
I'm getting a segmentation violation with vanilla Ultimate Doom in V 1.9.0-beta5.1
Anyone help??
File Added: Ultimat...
technowolf

2008-09-25

15:47 Feature #1471: Standard definitions should conform to vanilla
Making the additional effect DED(s) optional would still not fix the issue you outlined.
That issue is one that af...
danij

2008-09-24

17:20 Feature #1471: Standard definitions should conform to vanilla
To follow up on my own comment :p
I'm obviously not talking about things like models, and hi-res textures etc, but...
vermil
16:13 Feature #1471: Standard definitions should conform to vanilla
To be honest, with additional effects, I think the default Dday setup should have either none or go all the way so to... vermil
15:54 Feature #1471: Standard definitions should conform to vanilla
I agree that some of these additional states should now be removed since we now have newer features within the engine... danij
10:02 Feature #1471 (New): Standard definitions should conform to vanilla
Update the deds that come with Dday...
There is no need for the "rocket explosion state hack" (the "explode0" stat...
vermil
13:17 Bug #214: Models not rendered if the sector they are in isn't vissible
Fixed in svn for 1.9.0-beta6 danij
13:05 Bug #482: Controls and weapon switching.
This has been addressed for 1.9.0-beta6 danij
13:05 Bug #484: Controls stick, continuous fire
This has been addressed for 1.9.0-beta6 danij
13:02 Bug #504: USE key not functioning
This has been addressed for 1.9.0-beta6 danij
11:53 Feature #1468: Sky layers seperate vertical offset
Logged In: YES
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Originator: YES
I'm just mentioning this because I thought I might as well throw it ...
vermil
11:47 Feature #1145: ATI TRUFORM for models
_(originally posted by anonymous SF.net user)_
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This is a great idea! I have a Radeon...
skyjake
11:44 Feature #1215: State action console commands
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Action = "cmd:startinf some-script";
skyjake
11:42 Feature #1238: 2 Features
_(originally posted by anonymous SF.net user)_
Logged In: NO
Oh yes and add monster respawn times
And make that I...
skyjake
11:41 Feature #1255: Support for DirectX Texture Compression
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Incidentally, DXTC == S3TC. Support for the
GL_EXT_texture_compression_s3tc extensi...
skyjake
11:37 Feature #1269: WAD Prioritized music over external
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No, I have nothing against it, I just have to rename one of
my custom audio.ded's, ...
chrisdragon
11:35 Feature #1279: Decoration -> Glow Definition
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user_id=849456
The new data reference system in XG could handle setting the
glow parameters to eg t...
danij
11:27 Feature #1463: Voodoo dolls not supported in JHeretic
Implemented for 1.9.0-Beta6.9 danij
11:26 Feature #1310: Specular maps
Closing as duplicate. danij
11:21 Feature #1340: Easier way to load detail textures
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As of Doomsday 1.8.6 it is now possible to load detail
textures as external resource...
danij
11:16 Feature #1342: Alpha/Beta/Prerelease support?
This would be quite difficult because the source code of those pre-release versions is not available. skyjake
11:14 Feature #1363: Update notifier
- **status**: open --> closed
- **milestone**: --> Version 1.9
danij
11:09 Feature #1408: Map Name CWILVxx Images
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This functionality is already implemented as of
Doomsday1.9.0-beta4.
danij
11:07 Feature #1409: [DOOM/HERETIC/HEXEN] Automap - font scaling for Map names
The size of the map name displayed in the automap is now dependent upon the HUD scale. Implemented in svn for 1.9.0-b... danij
10:58 Feature #1470: Functionality of original Doom sector/line types vs XG
Closing as duplicate. danij
10:50 Feature #1436: Anisotropic Filtering controls
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Originator: NO
As would controls for other useful controls such as anti-aliasing, vsy...
danij
10:45 Feature #1456: Working multiplayer + options
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Both of the these features are already implemented. Enable cheats on t...
danij
10:43 Feature #1458: Handling obsolete IWADs
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removing from self
yagisan

2008-09-16

13:18 Bug #528 (Closed): A possible resource loading bug in Beta5
It would appear that the 2006 JDoom pk3 based mod, entitled "Netherworld", that can be found here works under 1.8.6 b... vermil
 

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