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From 2019-11-29 to 2019-12-12

2019-12-12

22:09 Doomsday Engine Bug #110 (In Progress): [Render hack] TNT map09: Transparent window is not transparent
skyjake
17:30 Doomsday Engine Bug #2254 (Resolved): [Render hack] TNT map02: Deep Water not supported
Fixed with a new approach. skyjake

2019-12-11

06:09 Doomsday Engine Bug #2367 (New): [Unix] If directory "/usr/share/doomsday/data" exists, core packages not found
The Unix builds normally use /usr/share/doomsday as the base directory. If one manually creates a data/ subdirectory ... skyjake

2019-12-10

21:20 Doomsday Engine Bug #2366 (Resolved): "texreset" breaks halo textures
skyjake
20:19 Doomsday Engine Bug #2366: "texreset" breaks halo textures
Looks like the obsolete texture IDs are cached somewhere and then used for drawing halos after the texreset. skyjake
19:42 Doomsday Engine Bug #2366 (Closed): "texreset" breaks halo textures
The "texreset" command breaks halo textures and causes GL errors (presumably due to use invalid GL texture IDs).
T...
skyjake
18:50 Doomsday Engine Bug #2365 (Resolved): Halos from Light decorations not visible
The problem was that surfaces with decorated materials weren't correctly registered in their subsectors, so they were... skyjake
16:18 Doomsday Engine Bug #2365 (Closed): Halos from Light decorations not visible
Halos from any of the defined Light decorations are not visible. This includes the built-in ones from libdoom.pk3.
...
skyjake

2019-12-09

13:29 Doomsday Engine Bug #2364: Single color transparancy background edges
Is there an upsampled image/sprite/texture I could use for testing? skyjake

2019-12-08

16:52 Doomsday Engine Bug #2364 (Closed): Single color transparancy background edges
As described here
http://talk.dengine.net/discussion/2689/neural-upscale-textures-for-doom-white-edge
whenever ...
3DMaster

2019-12-06

08:02 Doomsday Engine Bug #2303 (Resolved): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
The problem with the map 23 music was that it was correctly changed to D_ROMER2 by the MAPINFO, but then the DEH patc... skyjake
06:24 Doomsday Engine Bug #2343 (Resolved): Player weapon opacity doesn't affect psprite 3D models
Splitting this bug because checking player powerups requires implementing a new feature. skyjake
06:22 Doomsday Engine Bug #2363 (New): Light Amplification powerup doesn't affect psprite 3D models
The light amplification powerup doesn't affect the hud models.
@StateAnimator@ needs a way to access the player's ...
skyjake

2019-12-05

10:28 Doomsday Engine Bug #2362 (Closed): [UI] Game profile name cannot be changed
The UI doesn't allow renaming a custom profile, if the new name is the same as the old name except some of the letter... skyjake

2019-12-03

22:17 Doomsday Engine Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically
PWADs and other data files get an autogenerated version number in the case they don't have associated metadata. This ... skyjake
19:27 Doomsday Engine Bug #2319 (Resolved): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
skyjake
17:56 Doomsday Engine Feature #2244 (Resolved): Create an official portable Linux distribution
skyjake
17:54 Doomsday Engine Bug #2357 (Resolved): [Hexen] Warping while player is dead leads to inoperable player weapon
The problem was that after warping, player state would be restored to what it was before the warp (zero health).
T...
skyjake
12:01 Doomsday Engine Bug #2360 (Resolved): [UI] Savegames from Deathkings are not showing up in Home
skyjake
07:55 Doomsday Engine Bug #2360: [UI] Savegames from Deathkings are not showing up in Home
See comment by @thesourcehim: https://tracker.dengine.net/issues/2181#note-5 skyjake
07:53 Doomsday Engine Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home
When a save is created in Hexen DK, it doesn't show up in the game library under the Deathkings profile.
However, ...
skyjake
06:19 Doomsday Engine Bug #2181: Savegames are not listed on the homescreen based on the "savegames" directory contents (needs retesting)
I'm currently using linux build 2.3.0_3257, even saves created with this build for Hexen: DeathKings are not shown. H... thesourcehim

2019-12-02

22:12 Doomsday Engine Bug #2359 (Resolved): [Hexen] No music on Desolate Garden (MAP26)
A very old typo? skyjake
10:21 Doomsday Engine Bug #2359 (In Progress): [Hexen] No music on Desolate Garden (MAP26)
skyjake
03:56 Doomsday Engine Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26)
When loading Desolate Garden map the warning message appears that no music is bound to that map, can not start playba... thesourcehim

2019-12-01

22:32 Doomsday Engine Bug #2337 (Feedback): No doom II can be selected from the master list in the server tab
Some additional information would be useful:
* Is this still happening, or did you figure out some config issue to w...
skyjake
22:27 Doomsday Engine Bug #2319: [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
I accidently missed the 'non' out of the title of this report.
The issue is that the Infine screen filter doesn't ...
vermil
14:12 Doomsday Engine Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
skyjake wrote:
> Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it ...
theleo_ua
14:10 Doomsday Engine Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it can be closed. skyjake
14:08 Doomsday Engine Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
Hi skyjake
you changed status to feedback and assignee to me - this mean something is required from my side? If ye...
theleo_ua
14:03 Doomsday Engine Bug #2234 (Feedback): Fov 160 + near clip plane issues with MD2 and FBX HUD Models
skyjake
14:02 Doomsday Engine Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
This should be solved by #2358. skyjake
14:01 Doomsday Engine Feature #2358 (Closed): Fixed FOV for rendering weapon models
The cvar "rend-model-fov" specifies the FOV for weapon models, which is separate from the rest of the view. This alle... skyjake

2019-11-30

22:15 Doomsday Engine Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon
At least in Hexen:
# Die in combat.
# Warp to another map using the console.
# The player weapon is immediately lo...
skyjake
16:31 Doomsday Engine Bug #2309 (Closed): Incompatible addon error appears sometimes
skyjake
15:43 Doomsday Engine Feature #2352 (Resolved): [Heretic] Scripted touch action for special things
skyjake
15:42 Doomsday Engine Bug #2327 (Resolved): [Heretic] Linetype 98 is nonfunctional
skyjake
15:40 Doomsday Engine Bug #2356 (Resolved): Compatibility issues with Sigil v1.21
skyjake
09:30 Doomsday Engine Bug #2356 (Closed): Compatibility issues with Sigil v1.21
* ☑️ Failure to parse Map Infos in DD_DEFNS of Sigil v1.21. The DD_DEFNS says it uses version 5 syntax, but it lacks ... skyjake
15:35 Doomsday Engine Bug #1983 (Resolved): [Doom] "Finished" graphic placed too low
skyjake
12:50 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
vermil wrote:
> Before you renamed the report title, it explicitly said Doom 1.1 in it.
Right you are, I didn't u...
skyjake
11:02 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
screenshot and doomsday.out log
GL
10:57 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
GL wrote:
> When I play Doom E1M1 status bar is displayed incorrectly.
The problem only occurs in the first versi...
GL
10:39 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
Before you renamed the report title, it explicitly said Doom 1.1 in it. vermil
10:24 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
Perhaps the OP can elaborate on which IWAD was being used here? Attaching the doomsday.out log file would clarify thi... skyjake
09:52 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
I believe the status bar graphics were comprised of different graphics in Doom 1.0 and 1.1.
Please view the V1.2 p...
vermil
08:25 Doomsday Engine Feature #2345 (Closed): Revise distribution scripts, move to separate repository
skyjake
08:25 Doomsday Engine Feature #2347 (Closed): Use the same UI font on macOS as on other platforms
skyjake
08:25 Doomsday Engine Bug #2348 (Closed): Translucent 3D model blending issue versus sprites
skyjake
08:25 Doomsday Engine Bug #2338 (Closed): Doomsday.app does not have a 'Bundle Identifier' on macOS
skyjake
08:25 Doomsday Engine Bug #2339 (Closed): Doomsday Shell.app has conflicting version information on macOS
skyjake
08:04 Doomsday Engine Feature #2346 (Closed): macOS notarization
skyjake
08:00 Doomsday Engine Feature #2346: macOS notarization
Note to self: this seems fragile. Just now it was quietly failing because I hadn't agreed to updated terms and condit... skyjake
08:03 Doomsday Engine Feature #2355 (New): Build must fail on macOS notarization error
If Apple's notarization server does not successfully complete the notarization, the entire build should be stopped un... skyjake
07:59 Doomsday Engine Bug #2321 (Closed): [Heretic] Helstaff rain doesn't spawn while shooting close to the target
skyjake
07:58 Doomsday Engine Bug #2342 (Closed): Skybox rendering broken: only box is visible
skyjake

2019-11-29

23:25 Doomsday Engine Feature #1806 (Rejected): "Headless" vanilla playsim for old demo compatibility
skyjake
23:15 Doomsday Engine Bug #1136 (Rejected): Mouse look laggy
From the Readme:
>*Minimizing mouse latency.* The default input settings try to replicate the feel of the original 3...
skyjake
23:08 Doomsday Engine Bug #1812 (Closed): Weapon sometimes fires only when mouse button is released
Closing as obsolete. SDL2 in version 3 should anyway resolve input issues like this. skyjake
22:54 Doomsday Engine Feature #2116 (Closed): Compatibility with limited FBO functionality (old OpenGL drivers)
Closing as obsolete. skyjake
22:46 Doomsday Engine Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
Potentially an issue with GL draw call batching, since it looks like the status bar background is confused with the v... skyjake
22:40 Doomsday Engine Feature #2335: [Shell] Command line option for opening connection to a server address
Should be pretty simple to implement. skyjake
22:37 Doomsday Engine Bug #2334: Client should load server's data files when connecting via command line
This sounds like a bug, actually. The autoload feature introduced in 2.1 is supposed to work regardless of how the co... skyjake
22:35 Doomsday Engine Feature #2333: Extend info about server wads (filename, checksum)
While the package IDs are there already, it does make sense to provide names and checksums so one can identify the fi... skyjake
22:33 Doomsday Engine Bug #2332: Duplicate server entries on master-server
Master should clear records of stopped servers quicker. skyjake
22:25 Doomsday Engine Bug #2323: Saved games are deleted after opening game
This could be a glitch with the savegame conversion tool. At least the log seems to contain a lot of messages about l... skyjake
22:22 Doomsday Engine Feature #2322 (Rejected): Material def scroll options
skyjake
22:19 Doomsday Engine Feature #2241 (Progressed): Configure games via Home UI (advanced users, cf. autoexec.cfg)
The Home game library UI now has profile-specific options for a few things, such as Fast Monsters.
Profile-specifi...
skyjake
22:16 Doomsday Engine Feature #2124 (Rejected): Surround Sound Upmixing for the music...
skyjake
22:14 Doomsday Engine Feature #2110 (Rejected): Recolour materials at def level
skyjake
22:00 Doomsday Engine Feature #2047 (Closed): Allow user to select a specific IWAD file for a (custom) game session
Done in 2.1. skyjake
21:57 Doomsday Engine Bug #1992 (Closed): Load console command segfaults (needs retesting)
Closing as obsolete. skyjake
21:35 Doomsday Engine Feature #1686 (Closed): Derived resource packs
This is already possible using include directives in Info files, and referencing the base package via the "/packs/(id... skyjake
21:30 Doomsday Engine Feature #1517 (Closed): Autoselect missing interfaces from other audio plugins
Closing as obsolete.
In general, the audio backends could use refinement so that 1) all of them are available, 2) ...
skyjake
21:26 Doomsday Engine Feature #1468 (Closed): Sky layers seperate vertical offset
Closing as obsolete. skyjake
21:20 Doomsday Engine Feature #2018 (Rejected): Textured Automap
skyjake
21:19 Doomsday Engine Feature #1410 (Rejected): [Automap] Unified stats display
skyjake
21:17 Doomsday Engine Feature #2008 (Closed): Keyboard-only usage of the new Doomsday UI (Home, task bar, popups, etc.)
skyjake
21:16 Doomsday Engine Feature #2001 (Rejected): Uninstall savegames, configs and other runtime files (optionally)
skyjake
21:15 Doomsday Engine Feature #1979 (Feedback): Additional sound formats
At least in theory this would be useful. Would MP3 and maybe Ogg Vorbis be enough? skyjake
21:12 Doomsday Engine Feature #1949 (Rejected): Support for Windows Quick Launch bar
skyjake
21:05 Doomsday Engine Bug #1858: 0 tic/time handling
Seg faults and infinite loops certainly are bugs that should be fixed. skyjake
21:02 Doomsday Engine Feature #1798 (Rejected): Generate Doomsday Script API documentation
Documenting in the Manual should be enough. And if the docs follow conventions, Doomsday could pull and parse them st... skyjake
20:17 Doomsday Engine Feature #1759 (Rejected): Plugins 2.0
Plugins will be static extensions in version 3. skyjake
19:25 Doomsday Engine Feature #1711 (Rejected): Automatically switching external music
skyjake
19:23 Doomsday Engine Feature #1678 (Rejected): Optimize stereoscopic pixel formats
skyjake
19:22 Doomsday Engine Feature #1501 (Rejected): Non-64-pixel flats
skyjake
19:20 Doomsday Engine Feature #1540 (Rejected): Smaller near clip distance
skyjake
19:17 Doomsday Engine Feature #1570 (Rejected): [Heretic] Use IWAD original episode end graphics (E2PAL)
skyjake
19:15 Doomsday Engine Feature #1564 (Rejected): Runtime option for enabling/disabling texture compression
Nowadays GPUs have lots of memory available, so texture compression is less relevant. skyjake
19:13 Doomsday Engine Feature #1556 (Closed): [InFine] Randomized placement/selection
Closing since #1632 gives this automatically. skyjake
19:12 Doomsday Engine Feature #1555 (Rejected): Add dynamic lights without having to alter the mob def
skyjake
19:10 Doomsday Engine Feature #1550 (Rejected): Command to 'kill all'
Repeated use of "kill" should be sufficient (perhaps using a console alias with slight delays). skyjake
19:07 Doomsday Engine Feature #1539 (Progressed): Armor, powerups (object status) controls 3D model representation
The progress reflects the use of mobj hitpoints in 3D model scripting. skyjake
19:02 Doomsday Engine Feature #1533 (Rejected): Decoration light color from sector
skyjake
19:01 Doomsday Engine Feature #1531: "take" cmd to take away pickup powers
Heretic has a "take" cheat command now, for ammo and weapons. skyjake
18:56 Doomsday Engine Feature #1520: Realistic switch sound origin (compatibility option)
See commit commit:0f5abef8. skyjake
18:55 Doomsday Engine Feature #1520 (Closed): Realistic switch sound origin (compatibility option)
skyjake
18:53 Doomsday Engine Feature #1519 (Rejected): Custom pixel aspect ratio for a material
skyjake
18:51 Doomsday Engine Feature #1494 (Rejected): InFine script for "MapTitle" display
skyjake
18:48 Doomsday Engine Feature #1483 (Closed): Shine maps and mask (greyscale or palleted)
Closing as obsolete, solved by PBR materials. skyjake
18:47 Doomsday Engine Feature #1481 (Rejected): Command to change to last weapon used
skyjake
18:46 Doomsday Engine Feature #1452 (Rejected): [Hexen] Monster respawn rate
skyjake
18:44 Doomsday Engine Feature #1433 (Rejected): Hexen style Hub system in Doom and Heretic
skyjake
18:38 Doomsday Engine Feature #1389: [InFine] Check if resource originates from an IWAD
 skyjake
18:37 Doomsday Engine Feature #1386: Stopping monster infighting
Perhaps not a DED file option as suggested, but a gameplay rule anyway. skyjake
18:36 Doomsday Engine Feature #1621 (Closed): Evaluation of runtime conditions
Closing as obsolete. skyjake
18:34 Doomsday Engine Feature #1607: Reset settings to defaults
Some settings can now be reset but not all cvars. skyjake
18:31 Doomsday Engine Feature #1484 (Rejected): [MP] Bindings for group chat
skyjake
18:26 Doomsday Engine Feature #1404 (Rejected): Stopping time, while allowing camera movement
skyjake
16:44 Doomsday Engine Feature #1370 (Rejected): Halos with fading trails (to go with the slowed occlusion)
skyjake
16:43 Doomsday Engine Feature #1346 (Rejected): High-res textures built from patches
skyjake
16:41 Doomsday Engine Feature #1331: [InFine] Evaluate cvars with IF condition
This should wait until InFine is based on Doomsday Script. Then it will be trivial to implement all kinds of expressi... skyjake
16:40 Doomsday Engine Feature #1321 (Rejected): Scoring points in 1p and MP
skyjake
16:39 Doomsday Engine Feature #1319 (Rejected): Different models for LOD
skyjake
16:37 Doomsday Engine Feature #1624 (Rejected): Render particles to textures
skyjake
16:37 Doomsday Engine Feature #1486 (Rejected): UI language translation/localization
skyjake
16:36 Doomsday Engine Bug #2022 (Closed): p_enemy.c in doom64 plugin uses ~15 different copies of A_KeenDie
Closing as obsolete. skyjake
16:34 Doomsday Engine Feature #1647: Replace FS1 with FS2-based resource management
As work with version 3 continues, I expect the FS1 based code to be eventually retired. skyjake
16:33 Doomsday Engine Feature #1548: Multi-monitor support
Incrementing progress as 3.0 supports rendering to multiple windows with a shared GL context. skyjake
16:31 Doomsday Engine Feature #1794 (Closed): Mobile apps and shared client/server code (more modular code structure)
Closing as obsolete. skyjake
16:31 Doomsday Engine Feature #2016 (Closed): "Portable app" package (app contained in a folder, with all user data included; e.g., for USB sticks)
skyjake
16:29 Doomsday Engine Feature #1341 (Rejected): Soft edges for sector lighting
skyjake
16:27 Doomsday Engine Feature #1301: Redesigned DED Reader
The DED parser is pretty much in maintenance mode already, and definitions are accessible internally via @Defs@. skyjake
16:25 Doomsday Engine Feature #1300 (Closed): Differentiating variants of monster attacks
In the new model renderer, object animation is scriptable and independent of mobj states, so this should not be an is... skyjake
16:22 Doomsday Engine Feature #1275 (Closed): Lightmap decorations on surfaces (emission mapping)
Closing as obsolete. PBR materials have an emissive channel. skyjake
16:18 Doomsday Engine Feature #1203 (Progressed): Additional save slots — revised save management
Savegame folders are now specific to game profile.
Still could use an infinite number of save slots, though. Make ...
skyjake
16:12 Doomsday Engine Feature #1190 (Progressed): External scripts for mobj behavior
Some progress in this area. In 2.2, it is possible to use Doomsday Script in state actions functions. Given the right... skyjake
16:10 Doomsday Engine Feature #1171 (Rejected): Center HUD weapon position when firing
skyjake
16:10 Doomsday Engine Feature #553: Performance of many scrolling surface materials
Closing as obsolete. skyjake
16:10 Doomsday Engine Feature #553 (Closed): Performance of many scrolling surface materials
skyjake
16:07 Doomsday Engine Feature #1745 (Progressed): Performance optimization
Opening this as a tracking issue. skyjake
16:07 Doomsday Engine Feature #1745 (In Progress): Performance optimization
skyjake
16:05 Doomsday Engine Feature #1231: Ragdoll physics
Now that skeletal models are available, this could be done. However, needs a 3rd party library for calculating the ph... skyjake
16:03 Doomsday Engine Feature #1220 (Rejected): Cutscenes
skyjake
16:02 Doomsday Engine Feature #1219 (Rejected): Configurable missile spawn points
skyjake
16:02 Doomsday Engine Feature #1197 (Rejected): Scriptable UI
While cool, I don't think there is much use for this feature as described.
The native UI fulfills its current requ...
skyjake
15:59 Doomsday Engine Feature #1179 (Rejected): Flying creatures - Tilt up/down if moving in z dimension
skyjake
15:58 Doomsday Engine Feature #1151 (Rejected): Strife support
skyjake
15:58 Doomsday Engine Feature #1143 (Rejected): Bots
skyjake
15:58 Doomsday Engine Feature #1141 (Closed): Third-person view
This kind of already exists. Try "viewmode" in the console. Of course, a proper 3rd person view would require more so... skyjake
15:56 Doomsday Engine Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
Assuming detail textures will be revised in the future, this would be rather nifty for them.
* Have a pattern textur...
skyjake
15:53 Doomsday Engine Bug #890 (Rejected): [Windows] Crash caused by SDL_mixer
skyjake
15:53 Doomsday Engine Feature #2038 (Closed): Replace `define` with `static const ...` where possible
This is good advice, and recent code already does it this way.
Closing as acknowledged.
skyjake
15:52 Doomsday Engine Feature #1944 (Rejected): Master audio volume slider
skyjake
15:52 Doomsday Engine Feature #1874 (Rejected): Defer creation of savegame folders until needed
skyjake
15:50 Doomsday Engine Feature #1669 (Rejected): Invisibility affects player automap arrow (option)
skyjake
15:50 Doomsday Engine Feature #1584 (Rejected): [Deathkings] Option for monster respawn rate
skyjake
15:48 Doomsday Engine Feature #1583 (Rejected): [InFine] Disable texture compression for ximages
skyjake
15:48 Doomsday Engine Feature #1581 (Rejected): Melee attacks affected by looking up/down
skyjake
15:48 Doomsday Engine Feature #1572 (Rejected): Frameless window option (-noframe)
skyjake
15:47 Doomsday Engine Feature #1567 (Rejected): [Automap] Quick hide/show markers
skyjake
15:47 Doomsday Engine Feature #1560 (Rejected): [Heretic|Hexen] Original freelook range option
skyjake
15:46 Doomsday Engine Feature #1549 (Rejected): Material property that allows disabling ambient occlusion
skyjake
15:44 Doomsday Engine Feature #1522 (Rejected): Sprite scaling
skyjake
15:41 Doomsday Engine Feature #1505 (Resolved): [Heretic] Boss drop off physics (never instantly drop down)
Heretic falloff physics have been updated so that objects do not warp down ledges. Currently there is no compatibilit... skyjake
15:39 Doomsday Engine Feature #1498 (Rejected): [Hexen] Option for ringing the bell from below
skyjake
15:38 Doomsday Engine Feature #1497 (Rejected): Queueing multiple digital songs for one song lump
skyjake
15:37 Doomsday Engine Feature #1482 (Closed): Indication of scrolling menus
In long game menus, the cursor position is retained in the middle of the screen while the menu items scroll around. F... skyjake
15:34 Doomsday Engine Feature #1474 (Rejected): Customization options for object shadows
skyjake
15:34 Doomsday Engine Feature #1455 (Rejected): Persistent player achievement stats
skyjake
15:33 Doomsday Engine Feature #1443 (Rejected): Fog options should be available in UI
skyjake
15:29 Doomsday Engine Feature #1285 (Rejected): Spawn particle generator from generator stage
skyjake
15:28 Doomsday Engine Feature #1385 (Rejected): Option to not pick up health/armor bonuses if already 200%
skyjake
15:25 Doomsday Engine Feature #1534 (Rejected): Alternative for decoration light pattern skip
skyjake
15:22 Doomsday Engine Feature #1192 (Rejected): 3D models for menu/HUD graphics
skyjake
15:22 Doomsday Engine Feature #1294 (Rejected): Toggle command for non-boolean cvars
skyjake
15:21 Doomsday Engine Feature #1221 (Rejected): Movies playing on world surfaces (monitors, etc.)
skyjake
15:20 Doomsday Engine Feature #1250 (Rejected): Improved flying suggestions for Hexen/Heretic
skyjake
15:18 Doomsday Engine Feature #1152 (Rejected): Support for Wolfenstein Spear of Destiny
skyjake
13:15 Doomsday Engine Feature #1198 (Rejected): Support for Rise of the Triad
skyjake
12:57 Doomsday Engine Feature #1312 (Rejected): Stereo sound effects
skyjake
12:57 Doomsday Engine Feature #1594 (Rejected): [Audio] Default number of sound channels should be "max"
skyjake
12:56 Doomsday Engine Feature #1469 (Rejected): Changing the blood sprite's color
skyjake
12:55 Doomsday Engine Feature #1558 (Rejected): [Hexen] Smooth Reivers Z movement
skyjake
12:55 Doomsday Engine Feature #1738 (Rejected): xBR for graphics upscaling
skyjake
12:54 Doomsday Engine Feature #1161 (Rejected): Stealth mode cheat
skyjake
12:53 Doomsday Engine Feature #1405 (Rejected): Crouch
skyjake
12:53 Doomsday Engine Feature #1442 (Rejected): PC Speaker Sounds/Emulation
skyjake
12:52 Doomsday Engine Feature #1561 (Rejected): Send MIDI data to external GM synth
skyjake
12:52 Doomsday Engine Bug #1026 (Closed): Load console command music oversight
skyjake
12:50 Doomsday Engine Feature #1343 (Rejected): Chaingunner/chaingun sounds
skyjake
12:49 Doomsday Engine Feature #1458 (Closed): Handling obsolete IWADs
skyjake
12:49 Doomsday Engine Feature #1619 (Rejected): Adaptive LOD for models
skyjake
12:32 Doomsday Engine Feature #1788 (Rejected): Command line options should take native paths relative to cwd
skyjake
 

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