ZDaemon Forum Index ZDaemon
Client/Server DOOM
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Search found 2075 matches
ZDaemon Forum Index
Author Message
  Topic: [1.09-1.10] CTF icons uses doom2 pallete in heretic/hexen
Kilgore

Replies: 3
Views: 2867

PostForum: Fixed Bugs   Posted: Sat Mar 30, 2019 7:47 pm   Subject: [1.09-1.10] CTF icons uses doom2 pallete in heretic/hexen
It's now fixed, but it requires changes to zdaemon.wad; so it will appear on the next major release (1.11).
  Topic: ZLauncher: larger dialogs, child dialogs not appearing
Kilgore

Replies: 2
Views: 1760

PostForum: Rejected Bugs   Posted: Wed Mar 13, 2019 8:35 am   Subject: ZLauncher: larger dialogs, child dialogs not appearing
Can't replicate that on any machine I've tried.
  Topic: [Timidity] Timidity thread not closed properly upon exit
Kilgore

Replies: 2
Views: 985

PostForum: Fixed Bugs   Posted: Wed Mar 13, 2019 8:15 am   Subject: [Timidity] Timidity thread not closed properly upon exit
Should be fixed in the next release.
  Topic: Double Ammo DMFlag
Kilgore

Replies: 10
Views: 1949

PostForum: Implemented Requests   Posted: Wed Jan 02, 2019 6:18 pm   Subject: Double Ammo DMFlag
Something more general was done and you'll see it in the next release. Here is the changelog entry:
Added an "sv_ammomultiplier" CVAR that modifies the amount of
ammo given on pickups. It' ...
  Topic: Music change with ACS lags if switching from/to MIDI
Kilgore

Replies: 4
Views: 2511

PostForum: Fixed Bugs   Posted: Wed Nov 21, 2018 12:24 pm   Subject: Music change with ACS lags if switching from/to MIDI
Fixed for 1.10.06
  Topic: 1.10.01 (2018-03-16) New corpses always appear on map reset
Kilgore

Replies: 4
Views: 1544

PostForum: Fixed Bugs   Posted: Sun Apr 08, 2018 9:42 pm   Subject: 1.10.01 (2018-03-16) New corpses always appear on map reset
Yes.
  Topic: 1.10.01 (2018-03-16) Client demo player animations limited
Kilgore

Replies: 1
Views: 964

PostForum: Fixed Bugs   Posted: Thu Apr 05, 2018 1:05 pm   Subject: 1.10.01 (2018-03-16) Client demo player animations limited
Fixed for 1.10.02
  Topic: Blockmap fix dmflag?
Kilgore

Replies: 7
Views: 4729

PostForum: Rejected Requests   Posted: Wed Apr 04, 2018 4:35 pm   Subject: Blockmap fix dmflag?
The "blockmap bug" mentioned by watermelon was really a problem with the older version of unlagged. It was also called "dropped shots" and attributed to packet loss by others. This ...
  Topic: The spectator revealed the secret when map loaded.
Kilgore

Replies: 1
Views: 2321

PostForum: Fixed Bugs   Posted: Wed Apr 04, 2018 4:30 pm   Subject: The spectator revealed the secret when map loaded.
Happened under certain network conditions (high ping) only: fixed for 1.10.02.
  Topic: 1.10.01 (2018-03-16) New corpses always appear on map reset
Kilgore

Replies: 4
Views: 1544

PostForum: Fixed Bugs   Posted: Wed Apr 04, 2018 3:27 pm   Subject: 1.10.01 (2018-03-16) New corpses always appear on map reset
Should be fixed in 1.10.02
  Topic: /Ready Command
Kilgore

Replies: 7
Views: 5616

PostForum: Implemented Requests   Posted: Sat Mar 31, 2018 6:32 pm   Subject: /Ready Command
From the changelog; it will appear in 1.10.02.

3. Implemented a new "duel" mode (gametype=9). It differs from normal
DM in the following aspects:
a. maxplayers is ...
  Topic: Single player launcher can't load wads with dots
Kilgore

Replies: 3
Views: 1298

PostForum: Fixed Bugs   Posted: Mon Mar 26, 2018 2:23 pm   Subject: Single player launcher can't load wads with dots
Fixed.
  Topic: Crashing in console
Kilgore

Replies: 5
Views: 2881

PostForum: Fixed Bugs   Posted: Wed Mar 21, 2018 10:26 am   Subject: Crashing in console
I think this got fixed with the reworking of the DirectX/Direct3D code.
  Topic: Ghost items are still a thing
Kilgore

Replies: 3
Views: 1174

PostForum: Confirmed Bugs   Posted: Wed Mar 21, 2018 10:25 am   Subject: Ghost items are still a thing
The ghost items are related to the ammo count problem indirectly because they're both due to a common netcode problem: out of order packet delivery.

There is no way to fix out-of-order in a *genera ...
  Topic: Don't take surv. life when disconnecting in death cam state
Kilgore

Replies: 3
Views: 1911

PostForum: Implemented Requests   Posted: Thu Mar 15, 2018 4:32 pm   Subject: Don't take surv. life when disconnecting in death cam state
Done.
  Topic: Infinite ammo extension to inventory items
Kilgore

Replies: 5
Views: 2061

PostForum: Implemented Requests   Posted: Thu Mar 15, 2018 4:30 pm   Subject: Infinite ammo extension to inventory items
From the changelog:

1. Added a new dmflag (DF3_INFINITE_ITEMS = 4) and an associated CVAR
(sv_infiniteitems). It blocks the "consumption" of an item when it
is ...
  Topic: Infinite ammo extension to inventory items
Kilgore

Replies: 5
Views: 2061

PostForum: Implemented Requests   Posted: Tue Mar 13, 2018 3:50 pm   Subject: Infinite ammo extension to inventory items
Are you sure you want all artifacts to be unlimited? it makes sense with some that can be used as weapons, but not so much sense with others (eg., invisibility). Here is a list of all artifacts: want ...
  Topic: Launcher Web Browser error
Kilgore

Replies: 1
Views: 883

PostForum: Fixed Bugs   Posted: Mon Mar 12, 2018 2:23 pm   Subject: Launcher Web Browser error
Too bad that Youtube decided to become incompatible with IE. Fixed by replacing Youtube for IE clients.
  Topic: [Render] Old vanilla doom quirk - patch submit
Kilgore

Replies: 2
Views: 1515

PostForum: Implemented Requests   Posted: Wed Mar 07, 2018 11:27 am   Subject: [Render] Old vanilla doom quirk - patch submit
I'd classify this as a feature request rather than a bug fix since that's the way it was in the original. At any rate, it's implemented. Thanks Medis (Aeyesx) and noncom.
  Topic: Don't take surv. life when disconnecting in death cam state
Kilgore

Replies: 3
Views: 1911

PostForum: Implemented Requests   Posted: Wed Mar 07, 2018 1:51 am   Subject: Don't take surv. life when disconnecting in death cam state
I've got a question here: if I understand you correctly, you're saying that taking a life is not needed if he's already dead. That makes sense, except... if you die in survival and you're NOT ouf of l ...
 
Page 1 of 104 Goto page 1, 2, 3 ... 102, 103, 104  Next
All times are GMT + 1 Hour
Jump to:  


Powered by phpBB © 2001, 2005 phpBB Group