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From 2003-05-19 to 2003-06-01

2003-06-01

17:50 Feature #1160: Customizable Dynamic Lights
Logged In: YES
user_id=717323
It's done. And it uses the 8-bit alpha conversion thingy.
Actually, since alpha is ...
skyjake
02:29 Feature #1173 (Closed): HUD Sprites to use different external resource
HUD Sprites should use a different external resource
than the sprites used in-game. At the moment changing
the HU...
skyjake

2003-05-31

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...
skyjake
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, ...
skyjake
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...
skyjake
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
skyjake
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...
skyjake

2003-05-30

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...
skyjake
20:50 Bug #56: Sprites clipped by a sky ceiling
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Thanks to S. Howe for reporting this.
skyjake
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...
skyjake

2003-05-29

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...
skyjake
18:30 Feature #1164: Animation sequences defined using DEDs
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user_id=717323
This will be in 1.7.12. Random timing is possible. (Hexen
needs it, anyway.)
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
15:50 Bug #55: jHeretic: Interlude time wrong when sec=0
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Thanks to A. Budko for noticing this.
skyjake
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...
skyjake

2003-05-28

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'...
skyjake
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 ...
skyjake

2003-05-27

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....
skyjake

2003-05-26

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...
skyjake
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...
skyjake
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...
chrisdragon
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...
chrisdragon
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...
skyjake
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 ...
skyjake
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.
skyjake
11:25 Bug #44: 60 Hz Bug - cannot be forced to run with higher frequences!
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user_id=717323
In 1.7.9 the refresh rate defaults to the desktop refresh
rate.
Also added a -re...
skyjake
11:23 Feature #1160: Customizable Dynamic Lights
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user_id=717323
This should be easy enough to implement. I'd like to
make it so that:
- Each Lig...
skyjake
11:22 Feature #1147: Windows NT4?
Out of date. danij
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...
noctrun
09:23 Feature #1161 (Rejected): Stealth mode cheat
Doom 95 had a cheat that disabled monsters' ability to see the
player (fhshh).
*Labels:* Gameplay
skyjake

2003-05-25

22:53 Bug #46: Hi res for skies, doom or doom2, not both
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The external resource system in 1.7.9 will make it
possible to have resources speci...
skyjake
21:23 Bug #16: Client can't connect to server
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user_id=717323
The rest of the connection problems will hopefully be
amended by DirectPlay 8 in v1...
skyjake
18:31 Feature #1158: Soft Sector Lighting
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user_id=849456
BIAS shadowing has been implemented in CVS (soft sector
lighting).
danij
18:17 Bug #29: jDoom: Server crashes when connecting
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This should be fixed in 1.7.9.
skyjake
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...
skyjake
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...
skyjake

2003-05-23

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....
skyjake
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...
skyjake

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...
skyjake
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...
badrad
22:56 Feature #1146: Ducking
Closing as duplicate. danij
22:49 Bug #47: jDoom: Bullet puffs in face
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user_id=717323
This might be related to the feature added in v1.7.8, which
allows lineattack weapon...
skyjake
22:47 Bug #48: Spawnmobj console command in XG
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user_id=717323
There is only a limited amount of memory reserved for the
command line in ltc_comman...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake

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...
skyjake
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...
skyjake

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 ...
chrisdragon
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?
skyjake
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...
chrisdragon
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'...
chrisdragon

2003-05-19

22:44 Feature #1155: 3D model for the sky
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user_id=717323
If the sky 3D model was sufficiently detailed and large, it
could be used to present...
skyjake
22:43 Feature #1153: Customizable intermissions
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user_id=717323
InFine scripts would be very good.
skyjake
16:29 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
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user_id=602719
one possible enhancement^2 would be to define alternate
hires textures list. for exa...
pbru
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 :)
skyjake
 

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