Activity
From 2003-05-10 to 2003-05-23
2003-05-23
- 22:50 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
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I don't know if there are. I find it strange however.... - 00:19 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
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user_id=717323
I have never seen this problem with an Nvidia card, so I
must conclude it's a proble...
2003-05-22
- 23:54 Bug #49 (Closed): ATI/OpenGL: Menu, startup screen corrupt
- This bug is something I've had to deal with ever since my
new card was installed. About 4 months ago I bought a
A... - 23:53 Feature #1156: Smart Filtering (sprites, other graphics)
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user_id=816824
The smart texture filtering:
http://hiend3d.com/smartflt.html
and additional filt... - 22:56 Feature #1146: Ducking
- Closing as duplicate.
- 22:49 Bug #47: jDoom: Bullet puffs in face
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This might be related to the feature added in v1.7.8, which
allows lineattack weapon... - 22:47 Bug #48: Spawnmobj console command in XG
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There is only a limited amount of memory reserved for the
command line in ltc_comman... - 22:10 Bug #48 (Closed): Spawnmobj console command in XG
- Why can't I have more than 3 spawnmobj commands in
one XG ltc_command line type? It spawns the first 3
things and... - 20:00 Revision c6c06dc7 (github): Fading Panel help window
- 18:36 Feature #1159 (Closed): Screen Tilting
- So that the screen is able to tilt left/right. Like when the
player is killed rather than the camera just sinking t... - 14:41 Revision cb0c2a37 (github): Verbosity func added, commented out obsolete queries
- 05:00 Feature #1158 (Closed): Soft Sector Lighting
- I have no idea if it's possible or feasible, but I think it'd
be cool to attempt soft sector lighting.
How would... - 04:57 Feature #1157 (Rejected): Auto-adjust brightness and contrast
- Something that'd be useful is an automatic
brightness/contrast adjustment system. It seems we
all like to play jD...
2003-05-21
- 18:32 Bug #47: jDoom: Bullet puffs in face
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Happens without shooting up or down. I think it happe... - 08:47 Feature #1156 (Closed): Smart Filtering (sprites, other graphics)
- A technique like this could be utilized to make the
fonts and sprites look a bit sharper. It remains to be
seen how...
2003-05-20
- 22:14 Bug #47 (Closed): jDoom: Bullet puffs in face
- Sometimes while shooting up or down with mouselook,
bullet puffs end up in your face (player view) instead of
in ... - 20:44 Feature #1155: 3D model for the sky
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Isn't this pretty much how Unreal did the sky? - 20:43 Bug #46 (Closed): Hi res for skies, doom or doom2, not both
- For some reason in both DOOM games, the sky texture
name is SKYx (denotes 1-3), which means you can
have either h... - 20:35 Bug #36: Glowing flat lights vs. dynlights
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What about secrets where the light of a soulsphere spills
through the wall-door it'...
2003-05-19
- 22:44 Feature #1155: 3D model for the sky
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If the sky 3D model was sufficiently detailed and large, it
could be used to present... - 22:43 Feature #1153: Customizable intermissions
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InFine scripts would be very good. - 16:29 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
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one possible enhancement^2 would be to define alternate
hires textures list. for exa... - 16:05 Feature #1138: Port it to Linux :-)
- _(originally posted by anonymous SF.net user)_
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excellent , looking forward to it :) - 15:40 Revision 0b7f1da5 (github): Preliminary directory structure described
- 13:30 Revision 547d5de8 (github): Added de2
- 13:26 Revision 303d2a55 (github): SDKs out of anchors
- 13:25 Revision f934bc19 (github): Added compiler and libs info
- 13:09 Revision 16d57738 (github): Changed title
- 12:14 Revision df587d1b (github): Initial checkin
2003-05-18
- 21:15 Feature #1155 (Closed): 3D model for the sky
- It would be neat to be able to replace the default sky
sphere with a 3D model. The accuracy of MD2 models is
insu... - 17:45 Feature #1152: Support for Wolfenstein Spear of Destiny
- _(originally posted by anonymous SF.net user)_
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for a wolf3d sourcemod goto http://wolfgl.narod.ru/
... - 17:19 Revision 470507fe (github): Sound def patching fixed
- 14:24 Bug #31: Disappearing walls when looking up/down
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I'm closing this -- the problem is most likely specific to your
video card.
- 14:23 Bug #25: Translucent Cacodemons
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I'm closing this -- can't reproduce it.
- 14:14 Bug #45 (Closed): Sound:Ext ignored
- The Sound:Ext key is ignored, if the key is added to a
previous Sound definition using a 'patch' definition. The
... - 01:45 Bug #42: jDoom crashes with some PWADs
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I've had jDoom crash on me on really LARGE Slige maps
when loading - 01:33 Revision fe356082 (github): Crosshair alpha
- 01:32 Revision 9ecf22bb (github): Def/cfg path debugging
2003-05-17
- 22:22 Feature #1154 (Closed): Crosshair color alpha
- The crosshair should have an alpha color component. It
should be set with the console command "crosshair color... - 10:10 Feature #1153 (New): Customizable intermissions
- The placement of the intermission 'splats' and arrows
should be configurable with definition files. Values,
perhaps.
2003-05-16
- 02:48 Feature #1145: ATI TRUFORM for models
- Closing as out of date. There are better ways to do this now.
- 02:46 Feature #1151: Strife support
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Supporting Strife would be cool, but since no one seems to
know what happened to its...
2003-05-12
- 11:44 Bug #44 (Closed): 60 Hz Bug - cannot be forced to run with higher frequences!
- Hi i think there is a graphic problem.
Introduction:
Using Windows 2000 or Xp the OS will often switch to
60 Hz...
2003-05-10
- 08:11 Bug #43: jDoom doesn't render the objects in 3D
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Have you installed the jDoom 3D model pack? (about 9 Mb) It
can be downloaded here:
... - 03:06 Bug #43 (Closed): jDoom doesn't render the objects in 3D
- The game loads fine... same thing happening in both
ultimate doom and doom II... I load a game, all the
character...
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