Activity
From 2008-09-21 to 2008-10-04
2008-10-04
- 02:34 Bug #532 (Closed): Compiler Errors
- I'm compiling using Visual Studio 9. I'm running Windows XP x86 Professional. I did a checkout of trunk r5905.
Bel...
2008-10-02
- 21:43 Bug #531 (Closed): Doom2/Final Doom incorrect screen border flat
- A tiny tiny thing.
In 1.9 Beta5.x, Doom2 and Final Doom are using the same screen border flat as Doom1 (DEMI1_5), ... - 10:56 Feature #1474 (Rejected): Customization options for object shadows
- Ability to control the "simple shadow" effect that Dday places under all things when they aren't in a full bright sta...
- 10:29 Bug #513: Infine control oversights
- A follow up on this. Player movement by mouse isn't disabled while they are in interactive mode.
2008-09-30
- 20:34 Feature #1472: Dedicated Command-Line Server
- A dedicated text mode server is already implemented. Run Doomsday with the command line option "-dedicated".
- 20:19 Feature #1473 (Closed): Multiple Dedicated Server Manager
- It would be very good to have a multiple dedicated server manager so admins can spawn and manage more than 1 dedicate...
- 15:26 Feature #1471: Standard definitions should conform to vanilla
- How so?
Currently, the model packs, music packs, hi-res texture packs are all completely separate entities from th...
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...
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...
- 06:55 Bug #530: Extreme HOM Effects in Final DOOM
- File Added: finaldoom_twomorelevelerrors.zip
- 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...
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...
- 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/... - 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...
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...
- 17:50 Bug #467: Segmentation Violation
- Ultimate Doom Segmentation Violation 1.9.0-beta5.1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thre... - 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...
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...
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... - 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...
- 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...
- 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... - 13:17 Bug #214: Models not rendered if the sector they are in isn't vissible
- Fixed in svn for 1.9.0-beta6
- 13:05 Bug #482: Controls and weapon switching.
- This has been addressed for 1.9.0-beta6
- 13:05 Bug #484: Controls stick, continuous fire
- This has been addressed for 1.9.0-beta6
- 13:02 Bug #504: USE key not functioning
- This has been addressed for 1.9.0-beta6
- 11:53 Feature #1468: Sky layers seperate vertical offset
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I'm just mentioning this because I thought I might as well throw it ... - 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... - 11:44 Feature #1215: State action console commands
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Action = "cmd:startinf some-script"; - 11:42 Feature #1238: 2 Features
- _(originally posted by anonymous SF.net user)_
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Oh yes and add monster respawn times
And make that I... - 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... - 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, ... - 11:35 Feature #1279: Decoration -> Glow Definition
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The new data reference system in XG could handle setting the
glow parameters to eg t... - 11:27 Feature #1463: Voodoo dolls not supported in JHeretic
- Implemented for 1.9.0-Beta6.9
- 11:26 Feature #1310: Specular maps
- Closing as duplicate.
- 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... - 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.
- 11:14 Feature #1363: Update notifier
- - **status**: open --> closed
- **milestone**: --> Version 1.9
- 11:09 Feature #1408: Map Name CWILVxx Images
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This functionality is already implemented as of
Doomsday1.9.0-beta4. - 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...
- 10:58 Feature #1470: Functionality of original Doom sector/line types vs XG
- Closing as duplicate.
- 10:50 Feature #1436: Anisotropic Filtering controls
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As would controls for other useful controls such as anti-aliasing, vsy... - 10:45 Feature #1456: Working multiplayer + options
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Both of the these features are already implemented. Enable cheats on t... - 10:43 Feature #1458: Handling obsolete IWADs
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removing from self
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