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From 2003-07-16 to 2003-07-29

2003-07-29

19:37 Revision 60954f3d (github): No reset when something suspended
skyjake
19:36 Revision 7c416909 (github): Removed obsolete files
skyjake
19:36 Revision f810c3f2 (github): Added crosshair alpha slider
skyjake
19:35 Revision a9bff945 (github): Disabled old texture anim code
skyjake
19:35 Revision b2ca7b50 (github): Z_Malloc(0) returns NULL, fixed data transfers when reallocating
skyjake
19:34 Revision 32299c6e (github): Added new opt/req API functions (WIP)
skyjake
19:34 Revision ce85f495 (github): Added anim groups
skyjake
19:33 Revision 85fda64d (github): Removed rend-light-shrink, added check to Con_Error()
skyjake
19:32 Revision 07007b0b (github): Added Group defs, removed obsolete stuff
skyjake
19:32 Revision d1ad75aa (github): Added multitex awareness and -leaveramp
skyjake
19:32 Revision fe77cb9e (github): Added M_CycleIntoRange()
skyjake
19:31 Revision b861b08c (github): Null some pointers after free()ing
skyjake
19:31 Revision e868a62b (github): Added PGF_GROUP: triggered by all in group
skyjake
19:30 Revision 7eea9765 (github): Animate anim groups on each tick
skyjake
19:30 Revision 6fbd78b7 (github): Added texture/flat animation groups (WIP)
skyjake
19:29 Revision 9c9b586f (github): Make sure depth test/write settings are correct
skyjake
19:28 Revision dbebfe70 (github): Disabled while working on DL/RL (WIP)
skyjake
19:28 Revision a0406f65 (github): Texblend, anim groups, new handling of dynlights (WIP)
skyjake
19:27 Revision 81d5b1d2 (github): New handling of dynlights (WIP)
skyjake
19:27 Revision 527c2155 (github): Cleanup of decoration placement
skyjake
19:26 Revision 390001dd (github): Redesigned rendering lists (WIP)
skyjake
19:25 Revision 1a4df9d3 (github): Added anim groups
skyjake
19:23 Revision e89bdc1d (github): Added animation groups
skyjake
19:23 Revision f1b228bd (github): Added PGF_GROUP
skyjake
19:22 Revision bf6bfd29 (github): Added GET_SEG_IDX macro
skyjake
19:22 Revision 36f11d5f (github): Added M_CycleIntoRange()
skyjake
19:22 Revision 4e032115 (github): Texture/sky/flat preparation with optional translation
skyjake
19:20 Revision fdc9299a (github): Commented obsolete #defines
skyjake
19:20 Revision e06e049e (github): Added var for number of texture units
skyjake
19:19 Revision 9bd8eb93 (github): Added multitex, array constants, removed obsolete stuff
skyjake
19:19 Revision abda73e5 (github): Added anim groups, removed obsolete stuff
skyjake
19:18 Revision 8298cd65 (github): Added array functions
skyjake
19:18 Revision 55e03c13 (github): Better use of arrays, multitex (WIP)
skyjake
19:16 Revision 4f5cbb14 (github): Fixes and new stuff
skyjake
19:16 Revision f4777f74 (github): Added -leaveramp
skyjake
19:15 Revision 9126df43 (github): Added "gnf_scalerate" and "gnf_group"
skyjake
19:14 Revision bb88ddb6 (github): Added "gnf_group"
skyjake
19:14 Revision 99058fef (github): Added animation Group defs
skyjake
19:12 Revision d26933a5 (github): Fixed path names in the archive
skyjake
10:55 Bug #117: Skull on main menu out of control
Logged In: YES
user_id=717323
Check that you have DirectX 8 or newer installed.
What is printed in your Run\jDoo...
skyjake
09:14 Bug #117 (Closed): Skull on main menu out of control
The main menu when I launch JDoom (using Kicks.exe)
flickers and the damn skull just flickers up and down
the menu ...
skyjake
08:26 Feature #1252: Integrate Hexen features into libcommon
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ACS
chilvence
06:11 Feature #1252 (Progressed): Integrate Hexen features into libcommon
Heretic and Hexen features in Doom would be really cool
and seeing as you're combining them all for your 2.0
releas...
bluelegs
07:34 Feature #1251: Integrated Boom support
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Duplicate
danij

2003-07-26

15:12 Bug #116: High resolution flats and -pwadtex
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Bug: High-res flats are loaded regardless of -pwadtex.
skyjake
08:16 Feature #1251 (Closed): Integrated Boom support
I havn't seen an update on Boomsday in a long time, so
why not slap the boom extended lines into doomsday so
boom...
chrisdragon

2003-07-25

13:09 Bug #116 (Closed): High resolution flats and -pwadtex
I can't see high resolution textures in walls. Only in flats.
I have the wall textures in the same place as the fla...
skyjake
13:03 Feature #1250 (Rejected): Improved flying suggestions for Hexen/Heretic
This is an annoying problem when playing hexen/heretic;
There are too many keys to bind and use on top of the
stand...
chilvence

2003-07-24

23:20 Feature #1160: Customizable Dynamic Lights
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...but this will make it in 1.7.12.
skyjake
22:59 Feature #1160: Customizable Dynamic Lights
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This won't make it into 1.7.9.
skyjake

2003-07-23

23:17 Bug #115: Player anims broken on client
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I thought so, Its not really bothering me, just confused me
for a while.
chilvence
21:20 Bug #115: Player anims broken on client
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I have seen this, but I consider it a 'glitch'. It happens
because the server isn't ...
skyjake
11:59 Bug #115 (Closed): Player anims broken on client
I was testing the player anims for my model and I
noticed that the firing animations do not seem to play
for client...
chilvence
23:13 Feature #1201: Dynamic shadows
_(originally posted by anonymous SF.net user)_
Logged In: NO
are you crazy? every fireball would be a lightsource,...
skyjake
21:23 Feature #1249: Level Selecting Support
_(originally posted by anonymous SF.net user)_
Logged In: NO
Just open the console and type warp x y where x is ep...
skyjake
10:56 Feature #1249: Level Selecting Support
_(originally posted by anonymous SF.net user)_
Logged In: NO
Well, you can always go "warp xx" but your ...
skyjake
03:30 Feature #1249 (Closed): Level Selecting Support
I know, that's sounds cheating, but no! I want
this beacuse when you want to play a custom map and
it is...
skyjake
05:18 Feature #1247: Support GL_EXT_texture_compression_s3tc
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GL_S3_s3tc is deprecated in favor of
GL_EXT_texture_compression_s3tc; the latter wi...
skyjake

2003-07-22

19:20 Feature #1246: Support newer model formats and skeletal animation
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In all honesty I think half life mdl would be fine; For that there
is milkshape.
...
chilvence
16:50 Feature #1246: Support newer model formats and skeletal animation
_(originally posted by anonymous SF.net user)_
Logged In: NO
I think skyjake should go md3 for now
once doom3 i...
skyjake
10:25 Feature #1246: Support newer model formats and skeletal animation
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Skeletal models would be preferable, but one has to think
about editor support, too....
skyjake
09:01 Feature #1246: Support newer model formats and skeletal animation
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I agree, mainly because I think animation should be skeletal.
This will allow monst...
chilvence
16:39 Feature #1248 (Closed): Support GL_SGIS_generate_mipmap extension
Better than using GLU.
*Labels:* Graphics
skyjake
16:38 Feature #1247 (Closed): Support GL_EXT_texture_compression_s3tc
Texture compression is very helpful with
high-resolution textures.
(Used by Quake3, too!)
*Labels:* Graphics
skyjake
08:57 Bug #114 (Closed): input-key-wait1 reset to 15
Quote Aenn Seidhe Priest:
When running jHeretic (maybe other games, too),
Doomsday 1.7.11 resets key repeat delay...
skyjake
08:55 Bug #113 (Closed): jHeretic: Key binding crash
Quote Aenn Seidhe Priest:
jHeretic crashed two times when configuring keys, once
trying to play back a demo when ...
skyjake

2003-07-21

11:07 Feature #1243: In-WAD DED files
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user_id=717323
If that doesn't work correctly, submit a bug report. :-)
skyjake
08:28 Bug #112 (Closed): demos: Monsters on a belt in the ground
Monsters on a belt in the ground at playing demo
see demo in attach
(recorded in 1.7.11)
*Labels:* jHeretic
e6y
08:28 Bug #112: demos: Monsters on a belt in the ground

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/60db4c26/2398/attachment/1.cdm
e6y
02:51 Feature #1246 (Closed): Support newer model formats and skeletal animation
I've been looking around and have noticed that there are
better formats to switch to besides MD3. Sure, it is
loa...
skyjake

2003-07-20

12:06 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
_(originally posted by anonymous SF.net user)_
Logged In: NO
It definetly gets my vote ;)
Dani J
skyjake
07:48 Feature #1245 (Rejected): Local models for viewpoint object
Even though the local player object is normally hidden
from view, it should be possible to define models for
it th...
skyjake
07:36 Feature #1244 (Closed): Scripting in model definitions (e.g., dependent on player health)
Model definitions should be able to trigger Doomsday Script that then modifies the model's appearance or animation st... skyjake
03:41 Feature #1233: Surface decorations using 3D models
_(originally posted by anonymous SF.net user)_
Logged In: NO
This could also be a way to fix the horrible switch p...
skyjake

2003-07-19

21:43 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
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I forgot to mention, I've already tried particle gun flashes
both on the zombies an...
chilvence

2003-07-18

22:24 Feature #1243: In-WAD DED files
Logged In: YES
user_id=717323
Add the DED file into the WAD using the lump name DD_DEFNS.

This is mentioned in t...
skyjake
22:24 Feature #1243: In-WAD DED files
_(originally posted by anonymous SF.net user)_
Logged In: NO
You could do this sort of thing now, get your wad and...
skyjake
18:49 Feature #1243 (Closed): In-WAD DED files
How about having DED files being able to be inside of
WAD files, having the in-wad DEDs override the external
one...
chrisdragon
20:09 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
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I caved in and combined the arms to the main model, so I
dont need this as much now...
chilvence
17:09 Feature #1242 (New): Player weapon particle muzzle flashes (for external viewers only)
Im sure something similair has been mentioned before,
but I couldnt find it so sorry in advance. I think my
versi...
chilvence
18:25 Bug #111 (Closed): monsters falls into other monsters
Use spawnmobj command to spawn monster into ceiling
level so that it drops down. The monster must not look
player...
skyjake
17:11 Feature #1240: Alpha Blended 8-bit, non-colorkeyed particle images
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In 1.7.12, particle textures without any alpha data will be
processed in the follow...
skyjake
16:55 Feature #1233: Surface decorations using 3D models
_(originally posted by anonymous SF.net user)_
Logged In: NO
Not only slopes but the ability to make bumpy ground/...
skyjake
12:59 Feature #1230: Full DirectX 9 support
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Unfortunately Direct3D is not a very fun API to work with. Thus,
OpenGL will always ...
skyjake
06:35 Feature #1225: Tenebrae style blood
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Yeah, they look swell. Doomsday 2.0 will need a redesigned
renderer, and the assorte...
skyjake

2003-07-17

08:52 Bug #110 (Closed): [Render hack] TNT map09: Transparent window is not transparent
Quote Stephen Howe:
1. Visit TNT level 09, Stronghold
2. Go to coords X = -1040, Y = 240
3. You should be in fro...
skyjake
08:50 Bug #109 (Closed): Updating songs at zero volume
When music volume is zero, song changes are being
ignored. Music should be (re)started properly when
volume is incr...
skyjake
08:37 Feature #1230: Full DirectX 9 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
D3D is going to be the way to go now with 3DFX gone.
skyjake
02:41 Feature #1230: Full DirectX 9 support
_(originally posted by anonymous SF.net user)_
Logged In: NO
I never use the D3D renderer...
skyjake
02:42 Feature #1233: Surface decorations using 3D models
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user_id=717323
Slopes are a part of my current version 2.0 plans. The
existing code base is too cen...
skyjake
02:39 Feature #1241 (Closed): Truly Destructable walls
Walls that could be destroyed by rockets or other
explosive/powerful weapons, weaker walls destroyed by
anything,...
skyjake

2003-07-16

19:51 Revision 137ca6d2 (github): Removed obsolete r_data.c
skyjake
08:33 Feature #1214: No external textures for PWAD textures
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user_id=717323
"-pwadtex" has now been added. The "-texdir2" option
can't over...
skyjake
05:31 Feature #1229: Input plugins: generate events from connected controllers
_(originally posted by anonymous SF.net user)_
Logged In: NO
Abiltity to drag and drop controllers to be used by p...
skyjake
01:59 Feature #1240 (Closed): Alpha Blended 8-bit, non-colorkeyed particle images
Is there anyway to tell the engine to use the particle
image
itself for the alpha channel? Color keying won't ach...
skyjake
 

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