Activity
From 2003-05-18 to 2003-05-31
2003-05-31
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21:35 Feature #1172 (Closed): Slower player movement (cvar)
 - Pros:
+ netgames will be more tolerant to lag
+ you can't run away so easily, making things harder
(many feel that... - 
  
20:51 Feature #1171 (Rejected): Center HUD weapon position when firing
 - I have my HUD models setup so that they bob 
realistically from side to side when I'm running but when
you shoot, ... - 
  
09:27 Feature #1170 (Closed): Sound flag to prevent stopping
 - Normally, a sound playing from a source is stopped when
a new sound is started from the same source. A flag
that di... - 
  
09:17 Feature #1169 (Closed): Command line options for resource paths
 - The other resource classes need command line options
like -texdir and -texdir2.
*Labels:* Customizability - 
  
00:19 Feature #1168 (New): Real decals: bulletholes, blastmarks, etc.
 - grimreaper642 says: "I've played ZDoom and loved the
realistic decals (bloodsplats, bulletholes, blastmarks,
e... 
2003-05-30
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21:19 Bug #57 (Closed): jHexen: Weapon pieces bob only partially
 - S. Howe reports:
(i) Start JHexen for HEXEN.WAD
(ii) Start a new game in Mage mode, choosing
'Warlock' diffic... - 
  
20:50 Bug #56: Sprites clipped by a sky ceiling
 - Logged In: YES 
user_id=717323
Thanks to S. Howe for reporting this. - 
  
20:49 Bug #56 (Closed): Sprites clipped by a sky ceiling
 - Sometimes sprites are clipped by a sky ceiling. This 
happens because a tall sprite may extend into the
sky.
Fi... 
2003-05-29
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19:00 Feature #1167 (Closed): High-resolution sprites
 - External resources could be used to replace sprites. 
It would work like the replacing of patches: e.g. the
origin... - 
  
18:30 Feature #1164: Animation sequences defined using DEDs
 - Logged In: YES 
user_id=717323
This will be in 1.7.12. Random timing is possible. (Hexen
needs it, anyway.) - 
  
17:07 Feature #1166 (Closed): .pk3/.zip Support
 - The 'virtual files' feature of Doomsday should be 
enhanced so that it can load .pk3/.zip (no
compression) files a... - 
  
16:59 Feature #1150: Duke Nukem 3D Support
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
the doom engine and build engine are two different th... - 
  
16:45 Feature #1165 (Rejected): Multipart 3D models
 - To allow better animation of objects, 3D models 
should support a separate state for each submodel.
The state coul... - 
  
15:50 Bug #55: jHeretic: Interlude time wrong when sec=0
 - Logged In: YES 
user_id=717323
Thanks to A. Budko for noticing this. - 
  
15:48 Bug #55 (Closed): jHeretic: Interlude time wrong when sec=0
 - IN_DrawTime() draws the level time incorrectly when 
seconds = 0. The zero seconds is not displayed at
all.
*La... 
2003-05-28
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17:18 Bug #54 (Closed): PWAD savegame crash
 - When accidently loading a save game, which have 
different wad loaded than the current game, the game
crashes. It'... - 
  
00:58 Bug #53 (Closed): Glowing textures+flats not effected by fog
 - The summary says it all really.
Not really a bug, but glowing textures and flats arn't
effected by fog.
This ... 
2003-05-27
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17:43 Feature #1155: 3D model for the sky
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
I think the sky sphere should use enviroment mapping.... 
2003-05-26
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23:45 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
Hmmm, followup to my previous post - installed direct... - 
  
23:16 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
Yes, I have the same problem - and I got a screenshot... - 
  
17:11 Bug #52 (Closed): [Render hack] Fake/see-through bridges
 - In scythe.wad and others using fake bridges and such, 
it looks fine from sides but when you get atop it it
flicke... - 
  
16:48 Bug #51 (Closed): Sky rendering glitch
 - Go to the URL below to see the screenshots
http://forums.newdoom.com/UBB/Forum5/HTML/000801.
html
*Labels:* Op... - 
  
15:11 Feature #1164 (Closed): Animation sequences defined using DEDs
 - Currently all texture animations are hard-coded. 
They should be moved into a definition file.
*Labels:* Customiz... - 
  
14:48 Feature #1163 (Closed): Blended/faded texture animation
 - The animation of wall textures and flats would be 
improved by blending from one frame to the next. It
would need ... - 
  
12:25 Bug #33: Netgame pausing doesn't work
 - Logged In: YES 
user_id=717323
In a netgame, the server can pause the game. Clients
can't pause or unpause. - 
  
11:25 Bug #44: 60 Hz Bug - cannot be forced to run with higher frequences!
 - Logged In: YES 
user_id=717323
In 1.7.9 the refresh rate defaults to the desktop refresh
rate.
Also added a -re... - 
  
11:23 Feature #1160: Customizable Dynamic Lights
 - Logged In: YES 
user_id=717323
This should be easy enough to implement. I'd like to
make it so that:
- Each Lig... - 
  
11:22 Feature #1147: Windows NT4?
 - Out of date.
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09:28 Feature #1162 (Closed): Global engine configuration
 - option to use a engine feature cfg file that is shared
between all games, stuff like controls are read form
the gam... - 
  
09:23 Feature #1161 (Rejected): Stealth mode cheat
 - Doom 95 had a cheat that disabled monsters' ability to see the 
player (fhshh).
*Labels:* Gameplay 
2003-05-25
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22:53 Bug #46: Hi res for skies, doom or doom2, not both
 - Logged In: YES 
user_id=717323
The external resource system in 1.7.9 will make it
possible to have resources speci... - 
  
21:23 Bug #16: Client can't connect to server
 - Logged In: YES 
user_id=717323
The rest of the connection problems will hopefully be
amended by DirectPlay 8 in v1... - 
  
18:31 Feature #1158: Soft Sector Lighting
 - Logged In: YES 
user_id=849456
BIAS shadowing has been implemented in CVS (soft sector
lighting). - 
  
18:17 Bug #29: jDoom: Server crashes when connecting
 - Logged In: YES 
user_id=717323
This should be fixed in 1.7.9. - 
  
15:00 Bug #50 (Closed): Light-amp doesn't affect particles
 - 1. Enter a very dark area. Monster Condo has a few of
these that work just fine.
2. Pick up (or IDBEHOLD) a light... - 
  
00:27 Feature #1160 (Closed): Customizable Dynamic Lights
 - Is it possible to be able to create different images for 
different types of dynamic lights eg so that a light would... 
2003-05-23
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22:50 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
 - _(originally posted by anonymous SF.net user)_
Logged In: NO
I don't know if there are. I find it strange however.... - 
  
00:19 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
 - Logged In: YES 
user_id=717323
I have never seen this problem with an Nvidia card, so I
must conclude it's a proble... 
2003-05-22
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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)
 - Logged In: YES 
user_id=816824
The smart texture filtering:
http://hiend3d.com/smartflt.html
and additional filt... - 
  
22:56 Feature #1146: Ducking
 - Closing as duplicate.
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22:49 Bug #47: jDoom: Bullet puffs in face
 - Logged In: YES 
user_id=717323
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
 - Logged In: YES 
user_id=717323
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... - 
  
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... - 
  
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
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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
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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
 - Logged In: YES 
user_id=717323
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
 - Logged In: YES 
user_id=763563
What about secrets where the light of a soulsphere spills
through the wall-door it'... 
2003-05-19
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22:44 Feature #1155: 3D model for the sky
 - Logged In: YES 
user_id=717323
If the sky 3D model was sufficiently detailed and large, it
could be used to present... - 
  
22:43 Feature #1153: Customizable intermissions
 - Logged In: YES 
user_id=717323
InFine scripts would be very good. - 
  
16:29 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
 - Logged In: YES 
user_id=602719
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)_
Logged In: YES
user_id=5668
excellent , looking forward to it :) 
2003-05-18
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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)_
Logged In: NO
for a wolf3d sourcemod goto http://wolfgl.narod.ru/
... - 
  
14:24 Bug #31: Disappearing walls when looking up/down
 - Logged In: YES 
user_id=717323
I'm closing this -- the problem is most likely specific to your
video card.
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14:23 Bug #25: Translucent Cacodemons
 - Logged In: YES 
user_id=717323
I'm closing this -- can't reproduce it.
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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
 - Logged In: YES 
user_id=763563
I've had jDoom crash on me on really LARGE Slige maps
when loading 
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